ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...
ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
DerNachtfalter wrote: »No new motifs for crafting?
Ragnarock41 wrote: »well I didnt expect many changes to Dk, but damn, I didnt expect to see literally nothing at all.
Edit: I guess the AOE changes are somewhat good for the overall health of PvP.
Edit2: I guess this is patch is mostly general QoL stuff.Maybe Its time to take my shovel knight for a vacation.
They nerfed werwolves.....
Werewolf
Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.
Because it's already such an OP ultimate compared to just using the other gap closers in game. Which are cheaper, more reliable, and doesn't require you to lose access to a bunch of skills after pressing R. XD
ZOS_GinaBruno wrote: »
Battlegrounds
- Increased the Alliance Point rewards for your team’s placement in Battlegrounds. This equates to the following:
- 100% increase in AP if your team comes in first place, or a new total of 12,000 AP
- 175% increase in AP if your team comes in second place, or a new total of 11,000 AP
- 400% increase in AP if your team comes in third place, or a new total of 10,000 AP
Because everyone deserves a trophy... *rolleyes*
ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
[/list]
Oh hey! Your werewolf community has been asking for anything other than a nerf for several years now - lets see what goodies we get!...oh...
They nerfed werwolves.....
Werewolf
Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.
Because it's already such an OP ultimate compared to just using the other gap closers in game. Which are cheaper, more reliable, and doesn't require you to lose access to a bunch of skills after pressing R. XD
Nothing about changes for Miat's PvP Addon @ZOS_GinaBruno ?
ZOS_GinaBruno wrote: »
Battlegrounds
- Increased the Alliance Point rewards for your team’s placement in Battlegrounds. This equates to the following:
- 100% increase in AP if your team comes in first place, or a new total of 12,000 AP
- 175% increase in AP if your team comes in second place, or a new total of 11,000 AP
- 400% increase in AP if your team comes in third place, or a new total of 10,000 AP
Because everyone deserves a trophy... *rolleyes*
This is a decent move for trying to get more people playing BGs but seriously... a difference of only 2k or 1k AP for winning first place is kinda lame. If you are increasing the AP by 400% for third place and 175% for second, it takes away from the reward of winning first. Give first place more or cut the increased gains for second and third. Participation trophies are lame.
Savos_Saren wrote: »Is it just me... or does Zaan not make sense? You’ll most likely be doing light/heavy attacks on a magicka based build with a destro/resto staff (which is ranged) but the beam is melee range? So we’re using a staff within melee range?
Yeah, you could light/heavy attack with a sword- but most of your crit will be in spells not weapons. That makes the monster set less effective.
usmcjdking wrote: »How does offbalance work with CC immunity when there is no functional cooldown vs. a player? Can you be set off balance when CC immune? That doesn't seem balanced. At all.
Savos_Saren wrote: »Is it just me... or does Zaan not make sense? You’ll most likely be doing light/heavy attacks on a magicka based build with a destro/resto staff (which is ranged) but the beam is melee range? So we’re using a staff within melee range?
Yeah, you could light/heavy attack with a sword- but most of your crit will be in spells not weapons. That makes the monster set less effective.
It also would have been nice if Master Crafters got some kind of unique ability for the "outfit" system... Oh wait. That would mean people who aren't Master Crafters wouldn't have that ability and ZOS doesn't want to upset the noobs #ParticipationTrophy
Savos_Saren wrote: »Is it just me... or does Zaan not make sense? You’ll most likely be doing light/heavy attacks on a magicka based build with a destro/resto staff (which is ranged) but the beam is melee range? So we’re using a staff within melee range?
Yeah, you could light/heavy attack with a sword- but most of your crit will be in spells not weapons. That makes the monster set less effective.
Everyone ought to be light-weaving. It's literally free damage, and even a magicka DW build needs to proc their weapon enchants.