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%
idk why everyone keeps saying to buff magDKs. who do you think is doing the perma blocking? MagDKs are sooooo strong right now. they can cast every single one of their skills from block. Sets like shacklebreaker give them ample stam sustain.
I suggested this before, and I'll go ahead and suggest it again because all the PvE'ers are freaking out about their tank builds - Shattering Blows - its an existing CP point allocation - right now all it does is more dmg to shielded opponents: make it so it ALSO does more dmg to blocking opponents.
BOOM problem solved. no need to look at block costs, just make it something that people have to spec into.
idk why everyone keeps saying to buff magDKs. who do you think is doing the perma blocking? MagDKs are sooooo strong right now. they can cast every single one of their skills from block. Sets like shacklebreaker give them ample stam sustain.
I suggested this before, and I'll go ahead and suggest it again because all the PvE'ers are freaking out about their tank builds - Shattering Blows - its an existing CP point allocation - right now all it does is more dmg to shielded opponents: make it so it ALSO does more dmg to blocking opponents.
BOOM problem solved. no need to look at block costs, just make it something that people have to spec into.
idk why everyone keeps saying to buff magDKs. who do you think is doing the perma blocking? MagDKs are sooooo strong right now. they can cast every single one of their skills from block. Sets like shacklebreaker give them ample stam sustain.
I suggested this before, and I'll go ahead and suggest it again because all the PvE'ers are freaking out about their tank builds - Shattering Blows - its an existing CP point allocation - right now all it does is more dmg to shielded opponents: make it so it ALSO does more dmg to blocking opponents.
BOOM problem solved. no need to look at block costs, just make it something that people have to spec into.
Sadly this would hurt normal builds way more than block builds. Normal builds need a buff to blocking, not a nerf.
idk why everyone keeps saying to buff magDKs. who do you think is doing the perma blocking? MagDKs are sooooo strong right now. they can cast every single one of their skills from block. Sets like shacklebreaker give them ample stam sustain.
I suggested this before, and I'll go ahead and suggest it again because all the PvE'ers are freaking out about their tank builds - Shattering Blows - its an existing CP point allocation - right now all it does is more dmg to shielded opponents: make it so it ALSO does more dmg to blocking opponents.
BOOM problem solved. no need to look at block costs, just make it something that people have to spec into.
Sadly this would hurt normal builds way more than block builds. Normal builds need a buff to blocking, not a nerf.
I dont think it would. Its somthing you have to spec into. Idk many people going HAM with shattering blows as is. Its valuable blue cp points that one would need to allocate into a niche specialization.
And what do you mean by “normal” builds? The perma block build is readily available to all via youtube and alcast build guides. I hardly ever run into a “normal” blocker, its 1vX unkillable or not.
idk why everyone keeps saying to buff magDKs. who do you think is doing the perma blocking? MagDKs are sooooo strong right now. they can cast every single one of their skills from block. Sets like shacklebreaker give them ample stam sustain.
I suggested this before, and I'll go ahead and suggest it again because all the PvE'ers are freaking out about their tank builds - Shattering Blows - its an existing CP point allocation - right now all it does is more dmg to shielded opponents: make it so it ALSO does more dmg to blocking opponents.
BOOM problem solved. no need to look at block costs, just make it something that people have to spec into.
Sadly this would hurt normal builds way more than block builds. Normal builds need a buff to blocking, not a nerf.
I dont think it would. Its somthing you have to spec into. Idk many people going HAM with shattering blows as is. Its valuable blue cp points that one would need to allocate into a niche specialization.
And what do you mean by “normal” builds? The perma block build is readily available to all via youtube and alcast build guides. I hardly ever run into a “normal” blocker, its 1vX unkillable or not.
Any non-1h/s build would feel this as a huge nerf when trying to survive things like Meteor, Soul Assault, CFrag, etc. Perma-block builds would barely see a dent in survivability.
ZOS_GinaBruno wrote: »[*] Test making the following changes to make Heavy Attacks feel better:[/list]
- Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
- Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
Just lolZOS_GinaBruno wrote: »[*] Synergies are the way to help groups be stronger than solo players, damage and resource sustain should always be better while in a group
Not sure why everyone has a problem with Perma blocking. Just walk away.
I've never been killed by a Perma blocker. If someone wants to trade damage or sustain for blocking reduction they should be able to.
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%
I´m not sure if this is good or bad for magDK?? Some people says this is good some says it´s bad......
@ZOS_GinaBruno
Hello, thanks to share with the community all that work.
Since you are buffing off balance and interrupt, is the two longest interruptable cast time ablities that make the target off balanced, meaning sorcerer pets (1.5s) will have something to compensate ?
You are killing PvP pet sorc if you don't reduce the cast time of "summon Unstable Familiar" and "Summon Winged Twilight".
The build is already weak and considered non viable by most player. Can you please tell us if there will be a change to theze 2 cast time abilities ?
Please, I know pets in PvP aren't popular at all, but we need to know if you are thinking about pets in cyrodill and the huge impact of theze future changes.
@ZOS_JessicaFolsom @ZOS_GinaBruno @Wrobel
Not sure why everyone has a problem with Perma blocking. Just walk away.
I've never been killed by a Perma blocker. If someone wants to trade damage or sustain for blocking reduction they should be able to.
have you ever fought a perma blocking magDK that can do 5.5k whips and dragon leap you for 12k? double those numbers with Emperor buffs.
Lemme tell ya, its pretty hard to just "walk away". . .
You named the only two abilities that are effective on an mDK. And the only way they can survive long enough to use those... is to block. If they nerf blocking and off balance- then what does an mDK have to work with? Stunningly good looks?
ZOS_GinaBruno wrote: »
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
You named the only two abilities that are effective on an mDK. And the only way they can survive long enough to use those... is to block. If they nerf blocking and off balance- then what does an mDK have to work with? Stunningly good looks?
besides your obvious good looks, are you trying to say that Burning Embers epic burst heal, fossilize (still one of the better CC's in the game), and talons arent Mag DK strengths? inhale needs notable mention as well.
Ive played magdk, quite a bit actually and they are power houses in a lot of ways
SirCritical wrote: »I think i speak for the entire enthusiastic pvp community when i say: thank you zos from the bottom of our hearts
I like you guys, really. I like your enthusiasm in fighting other real players, not just AI bots, with pre-programmed actions. Really. I like when you have 5-10 fun fight per evening, your desire to rule over another person, your duels are interesting to see from outside also.
BUT!
I hate when the changes (nerfs) by ZOS, made because of your enjoyed activity (PvP), makes our bossfights a nightmare.
Out of all the thank yous on the last 5 pages, you singled mine out? Im damn flattered!!
In any case, when you do tire of AI bots, and trust me you will, then i pray you provide me with the opportunity of leading you into glorious battle, in the name of the High King, and bring peace to the land. I will teach you everything i know and mold you like clay into steel. You will be the tip of the spear, stand at my side as the bulwark against the terror, and know no fear.