The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.
The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.
ZOS_GinaBruno wrote: »
Sorcerer
- Dark Magic
- Rune Prison
- Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.
Hey, its a pretty good start.
The revert change to runes damage means that it won't be slotted on most solo sorcs bars, since an only CC ability is quite a sacrifice, however its still a problem (and was when it was introduced) from groups pinning you with a buggy to break, 40m uncounterable CC.
Sloads projectile NEEDS to be reflectable. It is indeed a projectile, and adding yet another exception to wings shows bias. Especially since DK has nothing to combat it, unlike cloak/purge/roll. Tanks already have many counters in dots, doubly so for bleeds, unblockable on targets (like curse/potl) and many AoEs.
Or even better, just not stack. Have it refresh instead, since it is oblivion damage and PvP oriented. Then make the cooldown to proc per target (like wyrd tree) so it isn't useless.
It is however Oblivion dmg. So no, it does not need to be reflectable. Roll dodge like the rest of us.
ZOS_GinaBruno wrote: »Significantly reduced the amount of Boosters needed to improve the quality of Jewelry.
- At maximum rank of Plating Expertise, it now takes only a single piece of Terne Plating to go from white to green, two Iridium Platings to go from green to blue, three Zircon Platings to go from blue to purple, and only 4 Chromium Platings to go from purple to gold.
ZOS_GinaBruno wrote: »
Sorcerer
- Dark Magic
- Rune Prison
- Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.
THIS IS NOT THE ISSUE, the problem with this:
1. The long range. DK fossilize is only 8m
2. You can have full stamina and no you can NOT break free.
3. This skill even if you can NOT break free, is no dispelled by damage. so you can be 100% in health, have shields up, and you will eat damage for the full 5 seconds this broken skill last.
Fix
Make it only 10m range
Breaks if you take X amount of damage.
FIX the bug that you can not break free when you clearly have the stamina for it.
DAMAGE is not needed.
Rune Cage is pretty much reverted to pre summerset. So everyone can stop complaining about a skill that wasn't complained about for the 6 months prior.
imredneckson wrote: »
Sandman929 wrote: »I'm out of ways to say "If CC break isn't reliable, and it isn't, 5 seconds is death on a class with good burst".
It doesn't seem like this is getting through.
lucky_Sage wrote: »how about making runecage dodgeable but not blockable then have streak unodge-able but block-able so they have both but split in 2 spells to make choices matter in there fight
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Peekachu99 wrote: »Avran_Sylt wrote: »So now the Tank-Killer set is a projectile. (Sloads)
Assuming it inherits all the projectile traits, this means that it can also be reflected by the 'tank' class wings...
@Peekachu99
Play WW yourself. It's far from shambles. Besides, permawolf in BG's doesn't seem like a good design choice IMO. (Especially since it can be done when building full glass-cannon)
I find the ability to stay in WW-form on PTS very similar (if not easier) compared to live. While Gilliam is a competent player, he could have done things better in that BG match on ESO live. Permawolf in battlegrounds is not an issue what so ever
Show me a video of you doing this and I’ll believe you. You have weeks to come up with one, and that’s about what it will take for you to get lucky enough without being chain cc’d or having corpses disappear too fast to maintain form, consistently.Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.
Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.
@ZOS_GinaBruno
Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.
Hey, its a pretty good start.
The revert change to runes damage means that it won't be slotted on most solo sorcs bars, since an only CC ability is quite a sacrifice, however its still a problem (and was when it was introduced) from groups pinning you with a buggy to break, 40m uncounterable CC.
Sloads projectile NEEDS to be reflectable. It is indeed a projectile, and adding yet another exception to wings shows bias. Especially since DK has nothing to combat it, unlike cloak/purge/roll. Tanks already have many counters in dots, doubly so for bleeds, unblockable on targets (like curse/potl) and many AoEs.
Or even better, just not stack. Have it refresh instead, since it is oblivion damage and PvP oriented. Then make the cooldown to proc per target (like wyrd tree) so it isn't useless.
irstarkey57 wrote: »Can the rune prison and sloads change to projectiles be reflected by wings?
Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.
Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.
@ZOS_GinaBruno
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.
The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.
Didn't they said that rune cage was going to be doggeable? and with the new damage mechanic, probably is going to be better to reduce the stun duration
Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.
Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.
@ZOS_GinaBruno
the problem with skoria is its also heavily used in pve
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.
The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.
It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"
A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:
Joy_Division wrote: »
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.
The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.
It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"
A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:
There are target dummies Vs. a single opponent and then there is stepping into a Battleground where the majority of players are using this set.
JPcrazysquirrel3 wrote: »So, now the Balorgh monster set is even more trash than it was before.
Joy_Division wrote: »
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.
The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.
It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"
A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:
There are target dummies Vs. a single opponent and then there is stepping into a Battleground where the majority of players are using this set.
I am countering the claim that sload has 100% uptime in 1v1 encounters (check the post i originally replied to).
Of course any set will have 100% uptime if you throw an unlimited number of attackers on a single target.
The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.