If wrobel thinks that removing the 200 weap/spelldmg will make medium or light armor more attractive, then he will be in for a surprise
At least he tried....
Mettaricana wrote: »
Mettaricana wrote: »
leepalmer95 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.
You need warden ult heal for pve?
Need for heals not really, we use it for other reasons to clear harder content such as vMoL. It doesn't matter what anyone thinks I need, they need to quite nerfing things without fixing the issues that are there.
Finally, someone noticed scattershot. It is still in need of better range since 10m has no synergy with supposed bow playstyle and neither it makes sense for ranged ability, but at this point, I will take any small buff I can. So, thank you.
Wrath removal was good balancing change. Unfortunately, it changes very little for medium armor.
Finally, someone noticed scattershot. It is still in need of better range since 10m has no synergy with supposed bow playstyle and neither it makes sense for ranged ability, but at this point, I will take any small buff I can. So, thank you.
Wrath removal was good balancing change. Unfortunately, it changes very little for medium armor.
I disagree to some extent. The buff removed from scattershot synergized well with dual wielding's ruffian. It's a nerf in my opinion. I am pleased with the removal of Wrath for Heavy armor, but I think they should have at least replaced it, not shift around. Maybe a damage mitigation passive for physical damage or increased health/resistance at X health for X seconds.
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?
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.
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.
Disorient gave the attacker 5 seconds of 15% increased damage with dual wielding skills. I think disorient should have stayed the same.
jmgrant44ub17_ESO wrote: »Mettaricana wrote: »
Wrobel's bosses likes what he does. Probably because they can't get anybody else to do it. Look at how many opening they have.
@iconofgrace @Calysis no paid content is locked out.iconofgrace wrote: »I don't think locking dungeons out of the group finder is a great idea, especially the DLC dungeons / paid content.
If I were a newer player and paid for DLC, I'd expect to be able to play it. I understand that the DLC dungeons are more difficult than the non-DLC dungeons, but they are certainly doable. The attitude I've seen on here and in-game where people refuse to run dungeons with lower level players is gross. It's definitely not encouraging newer players to learn the game.
This particular change largely won't affect me. I've been CP cap for quite a while... but I do remember how lame it could be looking for a group in zone before Group Finder and dungeon scaling.
My two pennies.
Edit: removed the first part of my post because I misunderstood what exactly was being level-locked.
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?
Maybe 1vX wasn't intentional. Maybe, just maybe, the game wasn't designed to have players take on 10-15 players at once. In my honest opinion, those dudes left because deep down inside they would no longer be godlike in PVP. Just my two cents.
Need for heals not really, we use it for other reasons to clear harder content such as vMoL. It doesn't matter what anyone thinks I need, they need to quite nerfing things without fixing the issues that are there.
people were able to clear vMoL way before having the overpowered ultra-cheap warden ult to carry them. If the ultimate is so powerful and useful for PvE, maybe the issue with it is not PvP-exclusive. Just because mobs can't complain in forums, it dosn't mean that something in PvE is not overperforming. The warden ult is absurd in the current state, is beyond discussion
Secluded growth still cheap....
crystal shards and crystal bombs....bad move. crystal shard is fine, crystal blast needs either more damage, a chance to cast it immediately, a stamina morph or another rework.
rune prison...no idea how this will work out.
shield wall sounds fair, panacea still a bit cheap.
scatter shot...whatever...
wrath passive gone from heavy armor without anything else...bad move again. at least be creative and give heavy armor something else instead of the increased damage, but don't take it just away.
Merlin13KAGL wrote: »@iconofgrace @Calysis no paid content is locked out.iconofgrace wrote: »I don't think locking dungeons out of the group finder is a great idea, especially the DLC dungeons / paid content.
If I were a newer player and paid for DLC, I'd expect to be able to play it. I understand that the DLC dungeons are more difficult than the non-DLC dungeons, but they are certainly doable. The attitude I've seen on here and in-game where people refuse to run dungeons with lower level players is gross. It's definitely not encouraging newer players to learn the game.
This particular change largely won't affect me. I've been CP cap for quite a while... but I do remember how lame it could be looking for a group in zone before Group Finder and dungeon scaling.
My two pennies.
Edit: removed the first part of my post because I misunderstood what exactly was being level-locked.
You can still access the content via wayshrine with your premade group at the level of your desire. The only aspect removed is with the Group Finder, where you otherwise have no control over how the blanks are filled in.
Being able to access content you are likely going to be unable to complete is not some great benefit you make it out to be.
Those dungeons have a difficulty standard for a reason. Thinking your group is going to be the first to somehow be strong enough to manage it, just because you have paid to access it is absurd. When purchased, I'm fairly certain the recommended level is indicated. If you choose to ignore that and want to beat your head against the wall for hours, you can still do so via wayshrine. You just can't pull up to three other unsuspecting people in with you.
There's nothing wrong with some level gating, especially when both requirements are very easy to obtain. (45 & cp160).
AzraelKrieg wrote: »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?
Good riddance. All those people you mentioned were toxic to the game community as a whole so seeing them leave actually benefits the game.
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.
Need for heals not really, we use it for other reasons to clear harder content such as vMoL. It doesn't matter what anyone thinks I need, they need to quite nerfing things without fixing the issues that are there.
people were able to clear vMoL way before having the overpowered ultra-cheap warden ult to carry them. If the ultimate is so powerful and useful for PvE, maybe the issue with it is not PvP-exclusive. Just because mobs can't complain in forums, it dosn't mean that something in PvE is not overperforming. The warden ult is absurd in the current state, is beyond discussion
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.
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
- Bloodroot Forge
- City of Ash 2
- Cradle of Shadows
- Crypt of Hearts 2
- Darkshade Caverns 2
- Elden Hollow 2
- Falkreath Hold
- Fungal Grotto 2
- Imperial City Prison
- Ruins of Mazzatun
- Spindleclutch 2
- Wayrest Sewers 2
- 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
- Veteran Cradle of Shadows
- Veteran Crypt of Hearts 2
- Veteran Falkreath Hold
- Veteran Imperial City Prison
- Veteran Ruins of Mazzatun
- Veteran White-Gold Tower
Ok these are best news Ive seen in natch potes since... Welll ever!ZOS_GinaBruno wrote: »
Weapon
- One Hand and Shield
- Shield Wall: Increased the cost of this ability and its morphs to 135 Ultimate from 100.
- Bow
- Scattershot: This ability and its morphs no longer apply a 5-second disorient to enemies hit. Instead, they now apply a 1.5 second stun.
- Restoration Staff
- Panacea: Increased the cost of this ability and its morphs to 125 Ultimate from 100.
[*]Heavy Armor
- Wrath: This passive ability has been replaced with the Revitalize passive, which increases the resources your Heavy Attacks restore by 12/25%.
- Rapid Mending: This passive ability no longer increases the amount of resources your Heavy Attacks restore, as that effect has been moved to the new Revitalize passive. It continues to increase your healing received by 4/8%.
Developer Comment: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.
Hahah nerf hammer is merciless xD Tanks will have a bit harder times especialy in PvP ) Here ya go, a nerf for ya and for ya Hope you all like it now See folks? Listen to people that are a bit longer in this game than most of you Dont call for nerfs because you never know when nerf will stike back
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
- Bloodroot Forge
- City of Ash 2
- Cradle of Shadows
- Crypt of Hearts 2
- Darkshade Caverns 2
- Elden Hollow 2
- Falkreath Hold
- Fungal Grotto 2
- Imperial City Prison
- Ruins of Mazzatun
- Spindleclutch 2
- Wayrest Sewers 2
- 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
- Veteran Cradle of Shadows
- Veteran Crypt of Hearts 2
- Veteran Falkreath Hold
- Veteran Imperial City Prison
- Veteran Ruins of Mazzatun
- Veteran White-Gold Tower
Ok these are best news Ive seen in natch potes since... Welll ever!ZOS_GinaBruno wrote: »
Weapon
- One Hand and Shield
- Shield Wall: Increased the cost of this ability and its morphs to 135 Ultimate from 100.
- Bow
- Scattershot: This ability and its morphs no longer apply a 5-second disorient to enemies hit. Instead, they now apply a 1.5 second stun.
- Restoration Staff
- Panacea: Increased the cost of this ability and its morphs to 125 Ultimate from 100.
[*]Heavy Armor
- Wrath: This passive ability has been replaced with the Revitalize passive, which increases the resources your Heavy Attacks restore by 12/25%.
- Rapid Mending: This passive ability no longer increases the amount of resources your Heavy Attacks restore, as that effect has been moved to the new Revitalize passive. It continues to increase your healing received by 4/8%.
Developer Comment: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.
Hahah nerf hammer is merciless xD Tanks will have a bit harder times especialy in PvP ) Here ya go, a nerf for ya and for ya Hope you all like it now See folks? Listen to people that are a bit longer in this game than most of you Dont call for nerfs because you never know when nerf will stike back
Actually this is not so bad. DK tanks at least get a percentage-based ultimate cost reduction, so the increased cost won't hit them as hard, particularly since we usually just use the S&B ulti to recoup resources, the removal of wrath and boost to sustain is good for us. Hybrid damage tanks may be taking a hit, but this is OK for cc tanks.
Waffennacht wrote: »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?
Maybe 1vX wasn't intentional. Maybe, just maybe, the game wasn't designed to have players take on 10-15 players at once. In my honest opinion, those dudes left because deep down inside they would no longer be godlike in PVP. Just my two cents.
I am disappointed no one even responded to this post. I agree with it