NiclasFridholm wrote: »@ZOS_Wrobel
We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.
Finally, ty!!!
ZOS_Wrobel wrote: »@cinbri
We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.
@casparian
We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.
@bohnt
Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?
@scipionumatia
Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
@davidj8291
We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.
ZOS_Wrobel wrote: »@cinbri
We can add abilities to the exception list for interrupt. For example the resurrect ability doesn’t get immunity since being able to stop it is a core part of our gameplay.
@casparian
We have a fix for the bug where Puncturing Sweeps doesn’t stack correctly with damage taken bonuses. We have identified a bug with Radiant Oppression where it’s damage bonus is being calculated additively with the execute damage instead of multiplicatively.
@bohnt
Defile is a buff category so players should only be able to have 1 Minor Defile and 1 Major defile at a time. Could you provide more information on the Defile Stacking issue?
@scipionumatia
Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
@davidj8291
We’re working on making big group battles more tactical so players focus on spreading their positioning instead of moving as 1 large ball.
@ZOS_GinaBrunoZOS_GinaBruno wrote: »Hi everyone,
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
Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
- Synergy improvements
- Updates to cast time and channeled abilities
- Block cost changes
- Improvements to off-balance and Heavy Attacks
We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!
Since the new DLC is called dragon bones, is it possible to put some skin on those dragon bones and have it fly around Cyrodiil once or twice in a 24 hour period, wreaking havoc on all those on the ground and upon keep walls (and the bridge)? Pretty please? Pshaw, lore = dragon break .... perhaps a dragon portal. Anyway, the dragon would function as a rare/random and very difficult boss spawn that players from all factions could unite to kill.
@ZOS_Wrobel This is worded weirdly.ZOS_Wrobel wrote: »@scipionumatia
Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
@ZOS_Wrobel This is worded weirdly.ZOS_Wrobel wrote: »@scipionumatia
Block cost will be reduced by 20% so it will be a buff for everyone who’s not using cost reduction jewelry.
scipionumatia wrote: »synergy increase good
block cost increase BOOOOOOO another indirect dk nerf.... thx
improvement to heavy attacks, thanks ill take it
please buff dk, every patch its nerfs on nerfs I'm tired of constant throttling of the characters ive worked so hard on.
HaroniNDeorum wrote: »IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.
Agreed. I fell in love with PVP for the group synergy play. If the powerful advantage of an organized group is nerfed, you guys can all have your potato zerg hell.
Organized guilds are nothing more then organized zergs in this game. Don’t kid yourself that you’re any different
arkansas_ESO wrote: »Dear god, please don't add an immunity timer for interrupt. Certain abilities are incredibly strong (Radiant, Dark Flare, Dark Deal, etc.) and are only kept in check by the counterplay of bashing them every time they're cast.
Magicka dds should hit harder..
Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?
Magicka dds should hit harder..
Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?
Can Magicka safely use stamina dumps, as stamina builds can use magicka dumps such as purifying ritual, bolt escape, mass hysteria, reflective scales, shimmering shield etc. ? Skills that stay just as strong no matter what your highest pool is ? No
Stamina enjoys so many benefits over magicka. Said ones and using stamina for dodge and blocking should not be a negative side. It's positive in fact, because you can do them much more than magicka builds can.
If you are complaining about shieldstacking, then I'm with you, it's unbalanced. Single shields are fine though.
InvitationNotFound wrote: »InvitationNotFound wrote: »
You are ignoring the fact that there are guilds out there looking for good fights
15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.
There is a fine line between dedicated roles and braindead stupid gameplay.
You are making assumptions, twice. you assume group play is pressing only one button. furthermore you assume it is what he meant.
In every mmorpg you'll have dedicated roles. you will always have an efficient way ("meta") on how to play it, you always had this, both in this game and others.
Changing the way roles work or their efficiency could be destructive for many guild groups in my opinion, if implemented wrong (and if you look at the history of the game and how it gets worse with every patch, this is likely to happen again. Some weird ideas hitting pts, complaints are following, no one cares and everything will hit the live servers). The already strongest guilds out there likely won't have a problem adapting and might just add 3-4 new chars spamming more purge / rapid / whatever while others will be forced to run with the zerg. This doesn't sound very healthy to me.
And sorry to say, but if you are looking for purely small scale you should either stick to battlegrounds, another game (you know, some fps or so) or should stop complaining as cyrodiil wasn't meant for that (it is fine if you do join cyrodiil and go for small fights - there are many ways to play and i'm fine with that, but complaining about it is a waste of time) as it is an AvA area.
Shokasegambit1 wrote: »@BohnT
Im concerned with your post that you maybe dont understand how this works. Let me explain to you how this works, also break down what you have said as an explanation to @ZOS_Wrobel .
Major Defile Decrease Healing taken and Health
Recovery by 30%
Minor defile Decrease Healing taken and Health recovery by 15%
Now in the Befoul cp tree you can have 100 cp into that tree and will go to 55%. That means on Major Defile it will allow me to have 46.5% rounded down is 46% debuff, and with minor 23.25% rounded down is 23%
How do i get these numbers ? Well 55% of 30% is 46.5 % and 55% of 15% is 23.25%. In Theory you can have a total of 70% healing taken and hp recovery debuff.
Now you said and i quote
"Defile stacking means using both minor and Major defile with 100% uptime with 50+ Points into befoul to reduce healing to almost 0. "
Now in order to get an accurate assumption you would have to do the research and testing to see what is effect healing taken and is any heal you or anybody gives you. And health Recovery is self explanatory see 50+cp at a min of 50% will only gain 42.25% rounded down to 42% and on 15% is 21.15 rounded down is 21% Totaling at min major defile at 50cp would be 42% and at max 100cp would be at 46% stacking both major and minor would be 63% at 50cp. And at 100cp would be 69%.
Now to tell you about your other reasoning you said.
" There is no counterplay for most classes as you don't have as much Access to Major mending, vitality etc. This wrecks anybuild that has no access to purge (everyone except for templar the other classes can't use purge due to low cd on defile providing sets/abilities and the high cost of purge) .
As far as counter play goes, well thier is a lot of counter play as to knowing your class and understanding what you can and cannot do. Your argument is access to buffs that allow you to increase your healing, and purging effects is the counter play to it thier are sets and abilities that allow you to remove negative affects from that group and yourself. Unfortunately nobody runs them because its based on 1 type of gameplay. ( And thats support ) Purge is high for a reason and thats because if everybody can remove effect 24/7 thier would be no reason to have dots in the game besides pve.
And last but not least your argument of.
"It's just too powerfull as your opportunity cost in the cp are almost not exsisting while stacking into healing reduces your damag or your survivability. Problematic is duroks bane/ reverbating bash as you'll have 100% Major defile uptime on your enemies easily with no drawbacks.
I'd say the amount of skills and abilities potions and passives for healing heavily outweighs the amount of healing debuffs in the game today. Their was a huge problem is cyrodiil for the super healing dps super unkillable tanks and super healers everybody needs to be killable. And duroks has been in the game since day 1 and as soon as people start dying because the counter play has been semi balanced on heals people start complaining.
Because if anybody listens to somebody about a set needs to be nerfed, has to learn to be creative in builds.
And i take full responsibility on this current meta in bleeds and duroks. If you need any help destroying these uncreative complainers please click on link.
https://forums.elderscrollsonline.com/en/discussion/359042/p-m-s-build-stam-sorc
Magicka dds should hit harder..
Why is that exactly? Is your magicka pool used for dodging and blocking? Do you have to stay in melee range all the time to do any real damage? Does stam dds have access to 2 stam steal as magicka users to mag steal? Can stam users cast absorbs higher than their health pool to ignore mechanics?
Can Magicka safely use stamina dumps, as stamina builds can use magicka dumps such as purifying ritual, bolt escape, mass hysteria, reflective scales, shimmering shield etc. ? Skills that stay just as strong no matter what your highest pool is ? No
Stamina enjoys so many benefits over magicka. Said ones and using stamina for dodge and blocking should not be a negative side. It's positive in fact, because you can do them much more than magicka builds can.
If you are complaining about shieldstacking, then I'm with you, it's unbalanced. Single shields are fine though.
InvitationNotFound wrote: »InvitationNotFound wrote: »
You are ignoring the fact that there are guilds out there looking for good fights
15v15 group fights with everyone just spamming one button are not good fights. This is what he means group play is a joke. Because running around pressing one button is a joke.
There is a fine line between dedicated roles and braindead stupid gameplay.
You are making assumptions, twice. you assume group play is pressing only one button. furthermore you assume it is what he meant.
In every mmorpg you'll have dedicated roles. you will always have an efficient way ("meta") on how to play it, you always had this, both in this game and others.
Changing the way roles work or their efficiency could be destructive for many guild groups in my opinion, if implemented wrong (and if you look at the history of the game and how it gets worse with every patch, this is likely to happen again. Some weird ideas hitting pts, complaints are following, no one cares and everything will hit the live servers). The already strongest guilds out there likely won't have a problem adapting and might just add 3-4 new chars spamming more purge / rapid / whatever while others will be forced to run with the zerg. This doesn't sound very healthy to me.
And sorry to say, but if you are looking for purely small scale you should either stick to battlegrounds, another game (you know, some fps or so) or should stop complaining as cyrodiil wasn't meant for that (it is fine if you do join cyrodiil and go for small fights - there are many ways to play and i'm fine with that, but complaining about it is a waste of time) as it is an AvA area.