Lmao bruh you really hate Nb its hilarious.
Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno
I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.
Another possible solution for rune cage might be, making it place a 2-3 sec countdown on the player that will get a chance to break free, if he doesn't he gets the stun. Adding some visual effect to telegraph that ...
About sloads, if it's intended to counter HA builds, why doesn't the damage scale off the number of HA pieces worn by the affected target?
Lmao bruh you really hate Nb its hilarious.mr_wazzabi wrote: »Rune cage was broken. Pure and simple. It needed a huge change to keep sorcs from dominating battlegrounds. On live, battlegrounds is easymode for sorcs because of rune cage. The team with the most magsorcs always wins in my experience.
Regardless of whether this is true or not, the way it was "fixed" still speaks volumes. And the pace at which stamblade grievances are addressed too. Their insta-kill from stealth dominance was not addressed for ages despite pretty much everybody (except for stamblades ofc) complained about it. The time-to-kill back then was even shorter than now if you manage to kill somebody with a single curse-meteor--cage-frag rotation. And you didn't even get a heads-up like you do from a meteor.
And why only solve the issue for perma dodgers / stamina builds? Wouldn't it have made far more sense to somehow limit meteor / ulti damage you take? That way every single build would have profited. But no. It was again made to fit the stamblades.
Honestly, for most fights this change probably doesn't matter (see above). At least in a CP enviornment good players usually don't die to this rotation. For example they hold back their CC when they think the sorc is about to drop a meteor and as soon as it is telegraphed they stun the sorc, preventing the Rune Cage and then blockhe meteor. The only thing that really changes is that the perma-dodgers can now have a field day with sorcs again ... as I said, catering to stamblades again.
usmguy1234 wrote: »Yes it's quite easy to hate on nightblades because despite their trivial nerfs they are still so much better than most other classes in survival and damage. Now with rune being dodgeable the edge goes back to stamblades again. The sheer amount of crying on the forums about runecage is what was hilarious. And per usual Zos sides with their class favorites.
Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Yeah because those sloads users use sloads tactically rather than having it on you 24/7 wearing you down. There is not a whole lot this chanhes (except for stamian builds, who can afford to constantly dodge it). Healing abilities will still be applied as needed, that is depending on the current state of your HP bar, because healing when you got full HP is not that helpful. And builds relying on shields are still being f***ed by this set.
So nothing really changed about sloads only that it was nerf in such a way that it wouldnt hurt stamblades anymore. Gotta cater to the most vocal group on the forums.
As for the Rune Cage change: it basically goes in the same direction: Cater to the stamblades AKA perma dodgers. For the rest of the population nothing really changes. Well ... Rune Cage will be dropped in favor for Destructive Reach again since it basically has the same effect and opens up an additional slot on the bars. Only advantage that remains is that you can get thorugh perma-block. But those people usually won't die from a full burst rotation when they are stunned anyways, so there is very little incentive to use it anymore. The change in the meta was good while it lasted ....
I find it interesting how every grievance of stamblades gets addressed in a timely fashion and the rest of the builds and classes can wait for multiple Updates or even years.
Another possible solution for rune cage might be, making it place a 2-3 sec countdown on the player that will get a chance to break free 'prematurely', if he doesn't he gets the stun when the timer is over. Adding some visual effect to telegraph that of course...
Edit: another possible counterplay would be poping an imunity potion, but leave the rune unblockable/undodgeable.. Ať least it would have some unique coutermeasure mechanics
About sloads, if it's intended to counter HA builds, why doesn't the damage scale off the number of HA pieces worn by the affected target?
Apply Minor Breach for 12 seconds. If they are hit by another Dark Magic skill they become stunned for 3 seconds. If after 6 seconds they are not hit by a Dark magic skill they are instead immobilized for 1 second and cannot use any gap closers for 3 seconds but are granted immunity to Crowd Control for the rest of the duration.
Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
It will no longer be possible to proc your item sets while using siege weapons in Cyrodiil. Apparently this was observed with Sload's Semblance and the devs then realised it applied to all sets.
You'll also be able to move skills around on your bars when you're dead!
The only sload change that helps NB and only Nb is that it no longer break cloak on every tick.Which should have never happened. I would say the same if sloads kept sorc from applying shields.Making sloads proc dodgeable helps everyone every magic build builds enough stam sustain to dodge.Lmao bruh you really hate Nb its hilarious.
@KingJ
Name one class / build that profits more from the sloads and rune cage changes?
Sure there are other stamina builds that can also dodge a lot. But no other class/build combination dodges as much as stamblades do.
And magicka builds did not get any quality of life improvements from those changes at all. The increased requirement for dodging to either evade sloads or rune cage puts additional strain on their already limited stamina resource pool. Why not have a magicka counterplay for once - e.g. a synergy that cost magicka. Oh yeah right ...
And me pointing out the bad track record of ZOS when it comes to balance involving stamblades does not make me NB-hater.
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding.
I didn't have to mention a single class when i said every stam class.Here you go stam sorc,stamwarden both benfit from this change.If they run medium they benfit from this change.@KingJ
So you couldn't name a single class / build that benefits more from the Sloads and Rune Cage changes. To distract from that fact you try to paint yourself (or stamblades in general) as the victims uncalled-for animosity. And I am not talking about the cloak part as you are correct on that one generall speaking, even though your comparision of cloak and shields is inadequate. Cloak is more of a hybrid between shields and streak as it serves both as a gap opener and a mitigation tool.
Making both Sloads and Rune Cage dodgable is most beneficial to the builds already dodging a lot - i.e. stamblades. Other builds are simply not designed to handle the increased stamina demand. Sure you could increase stamina regen and put well-fitted on your gear, but why play a magicka build or tank build in that case anyway?
"making rune cage dodgeable allows more stambuilds to use medium": as if sorc's Rune Cage was the reason Medium Armor was underutilized. People were running around in Heavy Armor long before Summerset and nothing changed there when Rune Cage became popular.
So magicka builds should be forces to give up a bar slot to be able to use Purge, while stamina builds get 2 free counters (i know, not always both are working on the same ability). Which, isn't really a counter for CCs since you can only use it AFTER you broke the CC, at which point it becomes pretty uselss.
The reason why ZOS doesn't buff stamblades anymore is that rhey are on top of the food chain and have been for years now. Summerset changed that to some degree as they now had to compete with sorcs besides wardens. But ZOS came to the rescue! If they would buff stamblades any further, they would have a *** on their hands. I know what you want to say next: "If stamblades are so OP ZOS would nerf them" ... we all know why they don't get nerfed.
And you seriously claim that there is no favoritism towards stamina builds, especially perma-dodgers and perma-blockers?
Have you taken a look at the CPs?
Have you taken a look at the item traits?
Which can make the cost for blocking and dodging marginal.
And both these builds get their main mitigation tool even free of a bar slot!
But I guess I am just imagining that, since I am a NB-hater. In reality, Well-fitted increases the distrance streak by 3000% and Shadow Ward reduces the Cost of healing by 200%. Those damn MagPlars get magicka back when they heal. I knew it ... something was off. I just couldn't put my finger on it. Thanks for opening my eyes.
(2 items) Adds 833 Spell Critical
(3 items) Adds 129 Spell Damage
(4 items) Adds 833 Spell Critical
(5 items) When you deal Critical Damage with a single target Magicka ability, you launch a Fire, Ice, Shock, or Disease ball at your target that deals 12,900 damage and applies a status effect. This effect can occur once every 10 seconds.
2 items) 1096 Maximum Magicka
(3 items) 1096 Maximum Stamina
(4 items) 129 Spell Damage - 129 Weapon Damage
(5 items) Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
2 items) 1096 Maximum Magicka
(3 items) 1096 Maximum Stamina
(4 items) 129 Spell Damage - 129 Weapon Damage
(5 items) Damaging an enemy has a 10% chance to spawn a necrotic sphere in front of you that explodes after 2 seconds. Enemies hit by the explosion is infected with a leeching shadow dealing 853 oblivion damage every 1 second for 6 seconds. This can occur once every 10 seconds
The second issue with Sload is the damage. It does 47-140% more DPS than master dual wield bleed*
*https://forums.elderscrollsonline.com/en/discussion/421134/math-sloads-vs-masters-dual-wield-a-perspective-on-balance/p1
Note that the math behind this was done without taking the tick Sload does when it´s applied into consideration. So with the initial tick removed this math is accurate.
Peekachu99 wrote: »The WW timer should be adjusted. You can see from Gilliam’s PTS playthrough (and anyone’s really) that permaform isn’t even possible in BGs anymore.
There better be adjustments before it goes live.