Patch Notes: The "misses"

mursie
mursie
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  1. Hope you've been busy purchasing your new Cyrodiil Ward gear. It will be as staple as Bone Pirate currently is for any stam character. That's a miss
  2. Durok's had a reduction to it's ridiculously OP aoe defile debuff. The reduction does nothing to actually mitigate the cancer of this set. In other news, water is wet.
  3. Rune Cage had it's damage toned down when the CC is not broken by the end of its 5 second duration. Unfortunately no PVP player will benefit from this damage reduction as they were already dead three seconds prior when they were not able to counter the undodgeable/unblockable CC and the wonky break-free animation took 1 second longer than all other CC's to break in this game allowing them the privilege of eating a full damage rotation plus execute from said mag sorc
  4. snares were toned down in duration in this game, which means nothing as all skills are essentially spammable with no cooldown and thus re-applied instantly.
    ZOS - the antidote is real simple - melee classes need a snare immunity ability that gives an immunity duration (i.e. 8 seconds) on a cooldown. You can then keep every glorious snare you have ever wanted to design completely in the game.
  5. SnB took a huge nerf with their defining ability, reverb, getting a duration nerf. Great job there, SnB was already barely visible on the battlefield as players opt for quick immediate burst builds using 2h'ers and (wouldn'd you know) snare/immovable immunity from forward momentum. This just completely removes any desire to even run the skill line in PVP. Especially when you consider the sets in this game can give the same powerful debuff free, and AOE. what a joke. ZOS - the antidote is again real simple - your powerful debuffs in this game should be single target and should be at an opportunity cost to other avenues of attack. That was the beauty of reverb. It was tied to the lowest dmg weapon skill in the game but it was the most powerful debuff. This is how balanced design should work. Duroks and the new Cyrodiil's Ward are a complete embarrassment to any balance team resume.
  6. Sloads lost a tick of it's damaage - wow. thanks for that. Now when the recap says x7 sloads for 5780 dmg, at least I'll know that it could have been x8 in a different world. but seriously - open your eyes to the real issue here. This damage proc completely tears through all dmg mitigation counters in the game (mist/resistances/shields/major protection buffs etc...) it just nullifies those intentional and skillfull played counters without any thought or consequence to the person wearing the set. And with it proccing on everything (including siege) and then refreshing on its own proc and then proccing all other procs and then having those procs re-proc the proc that procced it creating a proc snowball chain of endless proc proportions - well you get the picture.

Anyways - thanks for the first pass. Please - try again.
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twitter: @mursieftw
  • Gnozo
    Gnozo
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    100% agreed!!
  • Feanor
    Feanor
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    Rune Cage had it's damage toned down when the CC is not broken by the end of its 5 second duration. Unfortunately no PVP player will benefit from this damage reduction as they were already dead three seconds prior when they were not able to counter the undodgeable/unblockable CC and the wonky break-free animation took 1 second longer than all other CC's to break in this game allowing them the privilege of eating a full damage rotation plus execute from said mag sorc

    It was like that since Clockwork City though, and the forums didn't explode. Also, wonky break-free isn't exclusive to RC - Mass Hysteria has been like that for years, and CC is generally broken across the game.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • mursie
    mursie
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    Feanor wrote: »
    Rune Cage had it's damage toned down when the CC is not broken by the end of its 5 second duration. Unfortunately no PVP player will benefit from this damage reduction as they were already dead three seconds prior when they were not able to counter the undodgeable/unblockable CC and the wonky break-free animation took 1 second longer than all other CC's to break in this game allowing them the privilege of eating a full damage rotation plus execute from said mag sorc

    It was like that since Clockwork City though, and the forums didn't explode. Also, wonky break-free isn't exclusive to RC - Mass Hysteria has been like that for years, and CC is generally broken across the game.

    yes - hysteria has similiar issues. but it isn't as flammable due to it's melee requirement. This is an undodgeable/unblockable CC that can be performed at range with the wonky break-free issue that comes from the glassiest of glass canon toons that is capable of delivering very high instant damage - from Range.

    That is the problem. one of these issues in isolation (such as the wonky break free tied to RC since CWC) is aggravating but mildy tolerable. But when you compound that with undodgeable/unblockable and from range and from the very archetype designed to excel at ranged burst - it becomes nuclear
    twitch.tv/mursieftw
    twitter: @mursieftw
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