ZOS_GinaBruno wrote: »You can expect to see some adjustments to Off Balance, iterations on Synergy cooldowns and updates to abilities that fall outside of our Block and Dodge rulesets.
On a different note, we’d like to talk to you about our future plans for these combat updates. We’ve seen some great conversation come out of these (and we thank you all for staying constructive as we asked). Starting after this combat update, we will be shifting to doing these quarterly rather than monthly. As you’ve noticed, most of our major combat changes arrive in our quarterly game updates, and we’d like to utilize our written combat updates to give you an early look at what we’re planning. We were finding that subsequent combat updates were becoming “we’re still working on the things we mentioned before” without providing much substance. We want these combat updates to be both meaningful and impactful – changing them to quarterly will ensure that’s the case.
rhapsodious wrote: »ZOS_GinaBruno wrote: »You can expect to see some adjustments to Off Balance, iterations on Synergy cooldowns and updates to abilities that fall outside of our Block and Dodge rulesets.
Will these be coming Monday or the following week? And in either case, perhaps a nugget to leave us for the weekend?On a different note, we’d like to talk to you about our future plans for these combat updates. We’ve seen some great conversation come out of these (and we thank you all for staying constructive as we asked). Starting after this combat update, we will be shifting to doing these quarterly rather than monthly. As you’ve noticed, most of our major combat changes arrive in our quarterly game updates, and we’d like to utilize our written combat updates to give you an early look at what we’re planning. We were finding that subsequent combat updates were becoming “we’re still working on the things we mentioned before” without providing much substance. We want these combat updates to be both meaningful and impactful – changing them to quarterly will ensure that’s the case.
I'm a fan of more meat in the updates, personally. Will these come out shortly before PTS1 then?
Thanks for the update in any case!
Improve the Off Balance status effect so it is more useful for everyone
Princess_Ciri wrote: »Hello I'd like to nominate @MyNameIsElias to become the new community spokesperson for fishing updates
His first aim is to add a pvp mini game to every single fish encounter.
Jjitsuboy98 wrote: »Okay......not much info there. We need class balance, Cyrodil updates, lag addressed etc etc. Will the next quarter update address such issues?
ZOS_GinaBruno wrote: »we have some other related plans in the works that we’re really excited to share with you; it’s a bit too early to talk about them now, but we’ll divulge more information as soon as we can.
Jjitsuboy98 wrote: »Okay......not much info there. We need class balance, Cyrodil updates, lag addressed etc etc. Will the next quarter update address such issues?
Apache_Kid wrote: »How do you consider drastically reducing the up-time of off-balance as something that "Improve(s) the off-balance status effect..."?
Genuinely curious.
ZOS_GinaBruno wrote: »On a different note, we’d like to talk to you about our future plans for these combat updates. We’ve seen some great conversation come out of these (and we thank you all for staying constructive as we asked). Starting after this combat update, we will be shifting to doing these quarterly rather than monthly. As you’ve noticed, most of our major combat changes arrive in our quarterly game updates, and we’d like to utilize our written combat updates to give you an early look at what we’re planning. We were finding that subsequent combat updates were becoming “we’re still working on the things we mentioned before” without providing much substance. We want these combat updates to be both meaningful and impactful – changing them to quarterly will ensure that’s the case.
ZOS_GinaBruno wrote: »To restate our main goals for this update:
- Improve Synergy responsiveness and power to promote better group gameplay
- Improve interrupt rulesets so that there is more interesting and tactical interrupt gameplay
- Improve the Off Balance status effect so it is more useful for everyone
QuebraRegra wrote: »Apache_Kid wrote: »How do you consider drastically reducing the up-time of off-balance as something that "Improve(s) the off-balance status effect..."?
Genuinely curious.
needs more talk on this... what is the reasoning when it would seem to contradict what was said originally?