Sandman929 wrote: »Seems to be a buff to heavy armor sustain rather than a nerf to heavy armor damage. Wrath wasn't really an issue, the fact that you can still get high damage through set buffs while getting all the benefit of damage mitigation with heavy is the issue.
ZOS_GinaBruno wrote: »
[*]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.
@Calysis most new players are not going to be able to complete said content below those minimums. It's why they're being implemented. If they purchase 'end game' content knowing they are not yet at end-game level, then nothing is a surprise here.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).
I am fully aware you can set up a premade group and hop right in.
The point I'm trying to get across is that newer players, the players this will affect the most, are not going to have the friends or guildmates to set up a premade group to access the content they paid for. So yes, these players are essentially prevented from accessing the content they were promised they could always access, at any point, via queuing in dungeon finder.
Tell that the the other three randoms that waste valuable time and resources when they get queued with that individual.Also, not some great benefit? The benefit is that players can easily access and play the content that they paid for and were promised they could access at any time via dungeon finder. It doesn't matter if they can't complete it.
Which you do by:Not everyone is entitled to win a dungeon, everyone has to learn how to win and earn it.
So you'd be comfortable with being able to access it repeatedly in RGF and subsequently getting kicked on arrival for your level? Because most groups don't "give it a try" when someone arrives arguably likely unable to complete an instance.If someone isn't doing enough, that's what vote kick is for. Preventing players from being able to attempt these dungeons without a premade group until a certain level (at least for normal mode) is absurd when they were promised they had instant access, even if they queued via dungeon finder, as soon as they paid for it.
Because there is more to these dungeons than just raw stats, as there should be. IMO, level scaling shouldn't be a thing. There are dozens of threads requesting this kind of limitation. Threads made by higher level characters, and threads requesting it by lower level characters. The cutoff determined is one based on these and many other factors, not simply #'s pulled out of thin air.After this update, I won't be able to queue up with my last low-level character anymore for those dungeons even though I know I can successfully complete them because I have. I love doing most of the DLC dungeons, and for some reason the devs think it's alright to go back on their word because they think random players thrown into a group can't finish it when they can. Otherwise, what is the point of level scaling if they apparently aren't strong enough to complete normal dungeons? Aren't they scaled so they are strong enough?
Here's an analogy:How would you feel if you paid for something and were promised you could access it at any point as soon as you pay for it, even with a certain method (dungeon finder), but then they go back on their word and prevent you from accessing this content via that method until a certain point. I'd feel confused and ripped off. Especially if these players have queued for those dungeons and have successfully completed those dungeons before the update, and for some reason after the update, they find out they no longer have access to these dungeons via dungeon finder.
On veteran mode, sure, I can see why they would lock the DLC dungeons behind CP 160. I'm aware that a typical PUG in a veteran mode DLC dungeon is like, as you say, beating your head against a wall. On normal mode, though? That's silly.
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?
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.
TheNuminous1 wrote: »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?
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.
again with the pvp causing nerfs to pve.
i hope one day down the line they just accept that they cant balance the two and finally seperate them. rebuff all the nerfs that have effected pve and let pvpers cry and moan and get things nerfed for their own playstyle.
Leave PVE alone!
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?
Now if they'll just reduce the visual by about 50%, we'll be good...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?
And that's exactly what it deserves
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. Might as well just make everything AOE based and introduce global cool downs and remove light attacks and heavy attacks...
Crom_CCCXVI wrote: »Wow, is that actually a nerf to Mag Sorcs? In 2 years, that may be the first
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.
Mystrius_Archaion wrote: »First off I do not play Mag Sorc. I love how the reason behind the Frag nerf is because the skill does to many things, yet NB's skills all do multiple things.
It depends on what they do. Crystal Fragments is their highest burst damage, and it had a free stun. It was instant when procced and really cheap cost. Fewer people were slotting Rune Cage because of it.
It needed to not be the "jack of all trades" against the enemy. It's not very fun to get high damage smacked and stunned so you can't respond, especially with no way to see it coming with a cast.
Mystrius_Archaion wrote: »First off I do not play Mag Sorc. I love how the reason behind the Frag nerf is because the skill does to many things, yet NB's skills all do multiple things.
It depends on what they do. Crystal Fragments is their highest burst damage, and it had a free stun. It was instant when procced and really cheap cost. Fewer people were slotting Rune Cage because of it.
It needed to not be the "jack of all trades" against the enemy. It's not very fun to get high damage smacked and stunned so you can't respond, especially with no way to see it coming with a cast.
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.
one of my mains id a sorc, a 10-15k insta damage with a stun is too much man.
"but you have to proc it", it procs very frequent, many times i toss a frag, hit shield and then have another frag ready.
frag,wrath,frag or frag,wrath,crushing kills most people because of the stun.
there is a reason many people call sorc an easy class to play
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.
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.
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.
YES 10 million players running in heavy armour around the bush are no longer your problem. That must have been very anoying that 4 hunks are not able to get one player down. Now you can sleep better, until the next build comes around the corner you can´t handle, but ZOS will NERF all for types like you.
DosPanchos wrote: »Learn some patience peeps... When this game was launched ZOS said they would implement balance changes slowly, and that's what they do. It's not perfect, but it's better than dramatic swings in power.
Just be patient and give good, quality feedback.
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.
Great so, then, why is the server melting down when "alliance versus alliance" fights occur? If that's how Cyrodiil is meant to be played.
And oh, while I do get what you are trying to say, the trouble is, the zergs are usually mindless and you get bored doing them or fighting them very fast and very quickly.
So small grouping in PVP should be also possible and encouraged, even by some small campaigns that are currently dead or abused by clans for easy wins.