mikey_reach wrote: »TequilaFire wrote: »Ok with all the skills being made undodgable can we now get a cool down on shuffle or at least fix it so a medium armor wearer doesn't have so much up time on dodge, dodge, dodge, dodge?
Now the balance will swing the other way if not.
Sorcs have 100%on shield and are better then shuffle how about a cooldown for that, or a cooldown for blocking since you can reduce damage whenever you want unlike shuffle where it gives you a chance at dodging. Shuffle is fine as it is.
mikey_reach wrote: »TequilaFire wrote: »Ok with all the skills being made undodgable can we now get a cool down on shuffle or at least fix it so a medium armor wearer doesn't have so much up time on dodge, dodge, dodge, dodge?
Now the balance will swing the other way if not.
Sorcs have 100%on shield and are better then shuffle how about a cooldown for that, or a cooldown for blocking since you can reduce damage whenever you want unlike shuffle where it gives you a chance at dodging. Shuffle is fine as it is.
@ZOS_GinaBruno I need some clarification: So are all DoTs now unblockable? Burning Embers, Fiery Breath, etc? You use Curse and Backlash as examples of unblockable DoTs, but those have always been unblockable.
I will ask my quesiton again, how is shuffle broken? Is a 15% chance, period, if you passed elementary maths on school you should be able to grasp what a 15% chance means. Handpicking 1 ocurrence when it dodged 3 attacks dosn't change anything.
arkansas_ESO wrote: »"Dive: The damage from this ability and its morphs can now be dodged."
This is a good change for the overall health of the game (there shouldn't ever be a spammable that completely bypasses a primary defense mechanic, btw nerf Shield Breaker) but Dive wasn't the thing that made Warden so unstoppable. Speaking as somebody that's leveled and played both a magic and stam Warden in PVP:
- Shimmering Shield is probably one of the worst designed abilities in the game. It gives you effectively 100% immunity to all ranged builds (even if secondary effects from attacks like CCs and DOTs still apply, they're not going to kill you), lets you keep 85-90% uptime on the strongest or second strongest buff in the game (Major Heroism), and can be kept up indefinitely since it restores almost as much magicka as it costs to cast it.
- Every weakness of the Warden class (lack of a reliable burst ultimate like Incap or Take Flight, lack of an execute that isn't tied to your ultimate) can be made up for in the world and weapon skill lines. This is why Deep Fissure is balanced in the context of a Magic Warden, with no execute or burst ultimate, but Subterranean Assault is overperforming in the context of a Stamina Warden, with Reverse Slice and Dawnbreaker. I don't think it'll ever happen, but the Subterranean Assault morph should be changed to a second magicka morph, or to have it's damage spread out over 8-10 seconds as a DOT. When you can combine that AOE burst with an AOE burst ultimate like Dawnbreaker, and an AOE execute like Steel Tornado or Reverse Slice, it's too much.
- A class with a spammable AOE Major Defile and a high-ish damage AOE ulti that stuns and grants Major Protection to everybody standing in it's (fairly large) range is a ball group's wet dream.
- (This is nitpicking) The class feels boring. The ice magic tree feels like it's just tank buffs (which it mostly is, and it's boring), the animal summoning tree has five great abilities (and one terrible ultimate) but it doesn't feel at all like you're a beastmaster. It just feels like another buff.
- Speaking of animal companions, the bear ultimate's AI is terrible.
Jjitsuboy98 wrote: »So was this the last pts patch before it goes live?
Will there be a fix for Soultrap breaking cloak ?ZOS_GinaBruno wrote: »Jjitsuboy98 wrote: »So was this the last pts patch before it goes live?
We'll have one more PTS patch next Monday.
Look at this just an example about how shuffle is to op sure the guy physically roll dodges but alot of the time he just cast shuffle and half the people's attacks are being dodged it's broken it's time to fix it @ZOS_GinaBruno @ZOS_Wrobelhttps://youtu.be/tyjfSS2lyHs
ZOS_GinaBruno wrote: »Jjitsuboy98 wrote: »So was this the last pts patch before it goes live?
We'll have one more PTS patch next Monday.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Don't count on it. I have reported these cloak breaking bugs so many times. They just don't give it priority. Sheer venom and vicecannon have been breaking cloak for ages when procced on volatile armor. My thread even had video evidence posted in it, yet STILL NO FIX.Will there be a fix for Soultrap breaking cloak ?ZOS_GinaBruno wrote: »Jjitsuboy98 wrote: »So was this the last pts patch before it goes live?
We'll have one more PTS patch next Monday.
This is going to be a MASSIVE boost for medium stamina builds and going to be a huge blow for mdk. Already its sometimes hard enough to land embers and whip with latency and 'Dodge!' is the most frustrating combat component in the game.FloppyTouch wrote: »Can’t wait to fight against a stam build on my mdk and see dodge dodge dodge as I run out of magic trying to get embers to hit and my proc whip miss.
Great buffs for stam build gg
OtarTheMad wrote: »The change to birds makes sense but I feel like people spammed it because it's the only class DPS a Warden has. My question is how will this change a Warden's burst in PvP? Will it not make much of a difference or will it impact the class so much that players will shelf their Wardens and play another class?
Warden's don't have much DPS as it is so this nerfs what they were good at in PvP... burst. Probably won't impact the good players doing Warden or myself since I changed my Warden to more of a tank (saw this coming). More minor buffs (emphasis on minor) to some Warden passives and abilities would make up for this change to birds and also make them slightly more viable in DPS situations.
Plus I thought I read somewhere that birds were already reflectable? Did I imagine that lol? I think I did.
Medium armor dodge roll nightblades just went up a notch in pvp. Dodge is the dumbest thing in the game and they just made it even stronger.
I like the premise of the undodgeable AOE, unblockable DOTs, undodgeable and unblockable ground effects but it feels like there will be a lot more abilities that will need to be touched to match the rule beyond just what is listed here. Is that further down the line or are all just going to follow this rule starting now and you just listed exceptions?
Same could be said for the idea that powerful snares should be very short. Looks like only one is being addressed this pass?
Pretty sure they just quickfixed the things people were complaining, be honest 1 week for these changes are not a lot, so reckon we will see more changes coming to dodgeable/undodgeable list along with other changes.
WillhelmBlack wrote: »Are you gonna make all Stamina Nightblades attacks dodgeable too?
WillhelmBlack wrote: »Are you gonna make all Stamina Nightblades attacks dodgeable too?
They all are already.The only nightblade stamina class ability that is undodgeable is Power Extraction in the Siphoning tree. Everything else has been dodgeable since before One Tamriel, save the UNMORPHED execute abilitity, which COSTS MAGICKA.
WillhelmBlack wrote: »Are you gonna make all Stamina Nightblades attacks dodgeable too?
They all are already.The only nightblade stamina class ability that is undodgeable is Power Extraction in the Siphoning tree. Everything else has been dodgeable since before One Tamriel, save the UNMORPHED execute abilitity, which COSTS MAGICKA.
Power Extraction is dodgeable too actually (I'm fairly sure it still is, on PTS - gonna test).