All of these tears shed regarding Perma block builds yet Sorc shields remain untouched. No class couples damage mitigation and burst potential with zero drawbacks like a Sorc.
But hey, let's adjust block cost again and not touch Sorcs. A block build has to be Taylor made to be effective with drawbacks while a Sorc just stacks magicka and Presto!! Huge shields and high burst and escape ability.
All these posts claiming that it's possible to never drop block and have good damage...
wow man, your stam doesnt go under 51% - you can block forever. you do realize this is the kind of things ZOS is trying to eliminate right?
wow man, your stam doesnt go under 51% - you can block forever. you do realize this is the kind of things ZOS is trying to eliminate right?
Hmm... you seem to have completely missed the point. I used examples from before the blocking and healing nerf to show that you canot have half decent damage and tank like that. It's even more impossible now. Also I did drop below 50% stam. I just use a potion or ult to get my 5-7k stam back.
If you want to see what my tanking is like now (after doubled block cost) just watch this:
https://www.youtube.com/watch?v=jkwNacQgFVQ&feature=youtu.be
wow man, your stam doesnt go under 51% - you can block forever. you do realize this is the kind of things ZOS is trying to eliminate right?
Hmm... you seem to have completely missed the point. I used examples from before the blocking and healing nerf to show that you canot have half decent damage and tank like that. It's even more impossible now. Also I did drop below 50% stam. I just use a potion or ult to get my 5-7k stam back.
If you want to see what my tanking is like now (after doubled block cost) just watch this:
https://www.youtube.com/watch?v=jkwNacQgFVQ&feature=youtu.be
no, i got your point and i do very much appreciate your responses and posting of actual footage of your build in action. It's like you had nothing to hide, you know? very honest responses and thank you again.
regardless, I fought against you a few times in BGs and it was just one of the least fun experiences i had ever had. primarily because we were doing domination and you were simply unkillable.
The most recent video still displays a high degree of survivability that is beyond the average ability to survive. Its not fun when opponents dont die. Props for making the build work, i really mean that, you know, no cheese, legit making it work, but i still think it does more harm than good.
Waffennacht wrote: »I'm scared about cool downs being added to all abilities in the future
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
U ZOS should change the extra fire damage and poison damage that vampires and werewolfs recives, specifically on pvp. I do not care about the werewolfs, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what 25% extra dmg is on pvp? Im dnt care about 25% extra dmg the problem is: there is exclusivity a class that deals fire damage with all their skills, so this class is getting huge advantge above the others classes
ps: skill class
I feel concerned about the interrupting abilities cc's. This feels like mostly a nerf to templar and magsorc who most commonly use channeled abilities in pvp. Though I feel magsorc does need a bit of a nerf. I dont feel magtemplar does.
ZOS_GinaBruno wrote: »
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
ZOS_GinaBruno wrote: »
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%
AhPook_Is_Here wrote: »I was tossing around playing this game again, is there anyway you can keep a codex of current game rules, exceptions and all ranges, cast times and order of operations for each function? It would also be nice to get expressions of each ability and its potential modifiers.
It would be really nice if there was some source of information that was official and current so one could make intelligent decisions without wasting resources on frivolous experiments.
I wouldn't even know where to start today, so having some kind of tool like this might be a way to recapture a few interested potential players.
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.
I think you guys need to look at healing: it's way too strong in PVP.