LiquidPony wrote: »In the same vein, can you guys possibly look at resurrection mechanics? In crowded fights with combat tips and synergies popping and a bunch of enemies allies standing over top of a body, it can be nearly impossible to resurrect a teammate. When someone drops, you'll often see several players milling around doing nothing attempting to get the rez. It's not uncommon to end up in a menu or accidentally kick someone from the group or attempt to trade with or duel them when trying to rez. It should be dead-simple but it ends up being just as frustrating as the nonsense with synergies.
The whole process of resurrection could use a complete rework, to be honest. No regen while resurrecting doesn't make sense. Getting pushed out of the way and having the resurrection canceled by a wandering enemy is annoying. It'd be nice to be able to select a teammate to rez from a quick-menu or at least have a unique button combination that automatically starts rezzing if there's a dead friendly target in range.
usmcjdking wrote: »@ZOS_GinaBruno
Can WW get some much needed love? It is fairly weak in PVE because you have to feed IN COMBAT where there might not be an opportunity to feed.
I had a showerthought that might work to help good ol' PVE WW. Have the WW cost remain the same, but tie it's timer to ultimate generation. Have it drain 3 ultimate per second (base WW transformation time raised to 100 seconds), rework Call of the Pack to provide 10% stamina regeneration and 5% weapon damage PER werewolf to your entire party (hello group synergy) and perhaps have Devour restore a much larger amount of resources as well as apply Major Berserk for 10 seconds.
Mangeli200194 wrote: »usmcjdking wrote: »@ZOS_GinaBruno
Can WW get some much needed love? It is fairly weak in PVE because you have to feed IN COMBAT where there might not be an opportunity to feed.
I had a showerthought that might work to help good ol' PVE WW. Have the WW cost remain the same, but tie it's timer to ultimate generation. Have it drain 3 ultimate per second (base WW transformation time raised to 100 seconds), rework Call of the Pack to provide 10% stamina regeneration and 5% weapon damage PER werewolf to your entire party (hello group synergy) and perhaps have Devour restore a much larger amount of resources as well as apply Major Berserk for 10 seconds.
and Change the Hircines Fortitude to make it cost stamina plz... Make it a Hot like Vigor plz!!! @ZOS_GinaBruno
leandro.800ub17_ESO wrote: »Could we have an update on when to expect this changes to happen ?
Splattercat_83 wrote: »Please do not mess with off balance. Since you released the mistake that you called "Morrowind" off balance helped lessen the damage gap you created by killing sustain.
That patch caused two of my trials guilds to die. People quit playing, and we disbanded. I understand you want to make the game challenging and dynamic, but dont remove or change something where you get a good ammount of damage like off balance the same way you did with sustain.
Not everyone is an alcast, or a gilliam the rouge, and not every group is hodor, or aquila raiders. Youre making it hard on the average player to even better than average players to clear vet trials much less hardmodes or getting speed runs.
Goal: Improving Off Balance + Heavy Attacks
•Test the following changes, with the end goal to have Off Balance be more useful for everyone:
•Effect is only consumed if the target is knocked down from a Heavy Attack
•Attacking an Off Balance enemy with a Heavy Attack restores 2x resources
•After Off Balance ends, the target is immune for a period of time
•Test making the following changes to make Heavy Attacks feel better: •Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
•Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
FloppyTouch wrote: »Can we stop nerfing dk via blanket nerfs? This has been one of the hugest mistakes the ZoS keeps making over and over again. Mdk already suck in pve taken the off balance change will effect this class more then anyone.
I suggest that if ur going to keep this change mdks are going to need some real buffs
-stronger dot damage
-lower skill cost
-buff batttle roar
-buff helping hands
We can’t sustain at all right now it’s horrible
#bringbackbattleroar
Goal: Investigating Perma-blocking
Let's amend that to "Investigating Perma-blocking in PvP".
Keep in mind block cost reduction is a very important part of PvE tanking, where either due to damage or mechanics or CC, there are many things that must be blocked. Furthermore, the way the 2s stamina regen penalty works (where it's a fresh new penalty every time block is activated) means that "tactical blocking" is often not possible or extremely difficult in endgame PvE.
The preference should either be in PvP-specific fixes, like CP stars that increase cost, item sets that increase cost, or even Battle Spirit fixes--since those won't be applicable to tanks outside of PvP or if you elect to do a global nerf of block cost, then it is vital that all PvE content be audited and adjusted to make this "tactical" blocking more feasible and accessible (particularly to people who are learning to tank and people who have less than perfect game performance).
ZOS_GinaBruno wrote: »We’d like to begin giving you a bit more insight as to what the combat team is currently working on, save for any new features or systems that we simply aren’t ready to discuss yet. The plan is to make a new post similar to this each month. In order for this to work, though, everyone must understand that this is all work in development and has a high probability to change. As long as discussions stay civil, we’ll continue posting these updates.
With that said, below are a few things (not everything!) the combat team is currently working on for Update 17.
Goal: Improve Synergies
- Ensure that when players are prompted to use a synergy, they can always use it
- Players should always know where a synergy is; working to improve visual effects to support this
- Group mates shouldn’t have to fight each other to use a synergy
- When players use a synergy, it should fire immediately with no delay
- Synergies are the way to help groups be stronger than solo players, damage and resource sustain should always be better while in a group
- Review and standardize balance for synergy abilities; Ultimate synergies should be stronger than regular abilities
Goal: Improve Interrupt
- Add a stun to interrupts – if a player gets interrupted, they get stunned (and therefore get CC immunity when they break it)
- Add a short cooldown to an interrupted ability to add interesting gameplay to interrupts
- Add interrupt telegraphs to cast time abilities when players are not CC immune
Goal: Investigating Perma-blocking
- Adjust the block calculations so that cost reduction happens first (might have to reduce the block cost slightly as a result)
- Investigate adding something to Champion passives, or an item set to increase the block cost
Goal: Improving Off Balance + Heavy Attacks
- Test the following changes, with the end goal to have Off Balance be more useful for everyone:
- Effect is only consumed if the target is knocked down from a Heavy Attack
- Attacking an Off Balance enemy with a Heavy Attack restores 2x resources
- After Off Balance ends, the target is immune for a period of time
- Test making the following changes to make Heavy Attacks feel better:
- Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
- Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
You may notice we haven’t listed any class balance changes in this list. This doesn’t mean there won’t be any adjustments; we’re just still looking at what needs to be tweaked.
FloppyTouch wrote: »Can we stop nerfing dk via blanket nerfs? This has been one of the hugest mistakes the ZoS keeps making over and over again. Mdk already suck in pve taken the off balance change will effect this class more then anyone.
I suggest that if ur going to keep this change mdks are going to need some real buffs
-stronger dot damage
-lower skill cost
-buff batttle roar
-buff helping hands
We can’t sustain at all right now it’s horrible
#bringbackbattleroar
Old battle roar should be a given.
ZOS_GinaBruno wrote: »Goal: Improve Interrupt
- Add interrupt telegraphs to cast time abilities when players are not CC immune
Would you consider how we non-dk class could tank effective like DK?
Why DK could access most of the major buffs?
Goal: Improving Off Balance + Heavy Attacks
•Test the following changes, with the end goal to have Off Balance be more useful for everyone:
•Effect is only consumed if the target is knocked down from a Heavy Attack
•Attacking an Off Balance enemy with a Heavy Attack restores 2x resources
•After Off Balance ends, the target is immune for a period of time
•Test making the following changes to make Heavy Attacks feel better: •Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
•Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
I`m not quite sure how these changes will affect balance in the game so can´t really say too much.
The only thing that worries me are the bolded parts. There´s one class, and one class only that will take harm from immunity to off-balance, and that´s magicka DK. All other classes can sustain and do good damage without off-balance support, magDK can´t.
Since Morrowind, sustain has been absolutely horrible for magicka DK´s (In comparison to how it was before Morrowind, even though sustain wasn´t the best back then either on magDK). This is my view on magDK´s in it´s current state:
* The nerf to Battle Roar and Helping Hands hit DK´s really hard and in my opinion it kinda "killed" what´s special about DK´s.
* At the moment it´s impossible to sustain the usage of Molten Whip, I´ve yet to be proven the opposite.
* In order to sustain you´re FORCED to use Flame-Lash into Power-Lash. In order to proc this you need a high uptime on concussion and off-balance.
* Off-balance/concussion is very unreliable and with many other builds utilizing heavy attacks into their rotations (because they need to sustain as well) off-balance get consumed and as a magDK you won´t get the benefit from Power-Lash, since the target isn´t off-balanced anymore.
•Test the following changes, with the end goal to have Off Balance be more useful for everyone:
It´s already useful for everyone. The difference is that magDK needs it, while other classes/setups doesn´t. Sure, you can run a pure heavy attack build on magDK, but a magsorcs can do that even better, so why bother bringing a magDK unless you need a chainer to vMoL?
My suggestions:
* I would prefer to keep off-balance as it is at the moment. These changes above feel like another hit to magDK in PvE. In PvP Power-Lash already has a cooldown against other players and can´t be spammed anyway, so off-balance isn´t a "PvP-issue". At the moment magDK is the only class/setup that needs off-balance. All other classes can do fine without it, even tho their DPS might get lowered without it, they´re not dependent on it the way magDK is.
* But if you were to apply the changes to off-balance as suggested I would like to see some/one of the following:
- Reduced cost of DK´s skills
- Add a reduce cost passive
- Revert changes of Battle Roar and Helping Hands (or at least buff the resource return)
- Make Molten Whip Reduce the cost of all abilities by X% instead of increasing spell-damage of Ardent Flame abiilties