Ragnarock41 wrote: »Hmm, the nerf to gapclosers might be unneeded. Ranged builds already have the advantage of attacking from height without fear, requiring melee to be closer, and generally better options to flee.
even less reasons to use vMA 2h now..
other than that,
I might seriously drop 2h if they nerf crit rush.
already enjoying dual wield on my new stam warden for a while now.
having major expedition for 10 seconds beats having a gapcloser.
IF you don't have a speed buff, a.k.a. stamDK, then your life just got more miserable I guess.
I just want to reiterate the concerns and skepticism that I expressed in last month's update about what block cost nerfs will do for PvE tanking. And there already have been a lot of resource nerfs for PvE tanking over the years, I might add--nerfs that contributed substantially to the dwindling diversity of endgame tank classes.
Suffice it to say, we have trust issues. And for good reason.
DosPanchos wrote: »Definitely appreciate the transparency and I apologize on behalf of the hypercritical babies on this forum.
I especially agreed with the need to damage groups from afar and ultimate diversification!
ZOS_GinaBruno wrote: »
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
Thanks for this, Gina!
Back in the Morrowind patch, magicka templars started reporting (in the Bug Reports section and elsewhere) that the execute damage from Radiant Destruction wasn't scaling correctly when combined with other % bonuses (CP, Minor Berserk, etc.). Turns out the problem affected % scaling executes in general (their bonuses were being calculated additivy instead of multiplicatively), and so y'all fixed the problem in the HOTR patch -- except for Radiant Destruction, which is still being calculated exactly the same (incorrect) way as in Morrowind. There have also been numerous reports that Puncturing Sweeps is suffering from the same issue, despite not being an execute ability.
Can you tell us whether anyone is looking into these bugs?
ZOS_GinaBruno wrote: »
Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.
The thing is, a LOT of builds already do away with a gap closer all together because they can become immune to snares/roots and CC and have a permanent major expedition from potions.
That is really nice to hear. Does that include a fix for invisible group members in dungeons or trials, stuck in heavy attack snare bug, feeding pit achievement, stuck in combat which means unable to rez after a wipe in a trial or the slide on the ground after cc breaking? Just to name a few bugs.ZOS_GinaBruno wrote: »Since we posted the November update, we’ve been mainly focusing on fixing bugs (some that you’ve seen in recent incremental patches, but most of are still internal and for Update 17) and doing some work for Update 18, which we aren’t quite ready to discuss yet.
Don't think it is wise since many of the ability, that can be interrupted, don't offer any other counter-play than interrupting. And there are other skill i don't even want to use even if the enemy can't interrupt me anymore. e.g. crystal blastZOS_GinaBruno wrote: »We’re also continuing to work on improving interrupt, including adding a short cooldown to any interrupted ability. We noticed some confusion when we first mentioned this change, so we’d like to clarify: the reasoning behind this change is to add more strategic play when you interrupt another player’s ability, and in turn give players using abilities with a cast time an opportunity to use them against other players who repeatedly use interrupts.
Again that so many people left or don't enjoy the combat has only secondary to do with heavy attack are boring but more with the fact that you are forced to spam heavy attacks in pve. Heavy attack builds were already before morrowind not weak(infinit sustain and most of the time easier than light attack builds but lower dps than light attack build), but after morrowind you could not sustain a light attack build without loosing too much damage. For me the combat before morrowind was way more fun, faster, skill-based and interesting.ZOS_GinaBruno wrote: »Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once.
In cyrodil is it not always possible not to stack especial if a group goes for objectives and tries to take a keep. The group will stack when the keep has a breach or to take a flag. If there would be a skill that could be safely used from range to kill stacked people there should be some kind of counter-play to prevent wiping a group on choke point which exists from game design. Also there is already some "zerg killer" ingame a.k.a proxi det/Vicious Death but this skill/set is more a skill which is used by exactly those groups they should kill or by "bomb-blades"(nightblades who sneak and try to ulti bomb a group who is not paying attention or has to stack at one of the choke points). So please do not give those extrem stacked groups another toy.ZOS_GinaBruno wrote: »Not enough effective options to deal damage to clustered groups from afar
If you change it to make it harder to block there will be even less classes who can tank in pve. It is already so a big gap between the classes in this respect.ZOS_GinaBruno wrote: »Block cost changes
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
ZOS_GinaBruno wrote: »
[...]
We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
- Not enough effective options to deal damage to clustered groups from afar
[...]
Magicka dds should hit harder..
HaroniNDeorum wrote: »IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.
ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
- Not enough effective options to deal damage to clustered groups from afar
- Earthgore is too powerful in group vs group battles
- Not enough diversity in Ultimate choice
- Large groups can have players take on specialized utility roles, reducing counter-play options against them