Can we test a wrecking blow rework that functions like solar barrage. No cast time slightly reduced damage @ZOS_GinaBruno @Gilliamtherogue @ZOS_Wrobel
Septimus_Magna wrote: »
The strange thing is that a CC like Flame Reach or Javalin can be broken while flying through air so there’s no delay.
Yep - flame reach, dizzying swing - can break as soon as CC is applied.
OTOH, fossilize, rune cage, fear, reverb - have to suffer the animation, and if CC break is used "too soon" the keypress will be completely ignored, so you have to spam it, and you always take 1-2 hits before you can regain control.
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 or infernal gaurdian 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.
I've never understood this "magicka characters can't afford to dodge roll" thing. If they can't, too bad - suffer! Then you'll have to sacrifice some of that 60k magicka for some more stamina or suffer the consequences. Yes, I play both magicka and stamina toons, so it's no "hate sorcs" thing. Heal through or dodge Sloads, fine. Sorcs can't always be regarded as some special children, that needs fine treatement.
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst, but when the Sorc gets another 2.5 seconds free damage that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to outlast and whittle down opponents, not line up a 1 sec burst of 20K damage that then procs a 6-8K auto execute that was applied before the burst even started.itscompton wrote: »Emma_Overload wrote: »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.
Not really. Old RC was dodgeable and it would break on the next direct damage.
In crowded fights it basically meant free CC immunity for the enemy
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
What makes you assume you can beak out in 2.5 seconds but not in 5 seconds?
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst, but when the Sorc gets another 2.5 seconds free damage that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to outlast and whittle down opponents, not line up a 1 sec burst of 20K damage that then procs a 6-8K auto execute that was applied before the burst even started.itscompton wrote: »Emma_Overload wrote: »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.
Not really. Old RC was dodgeable and it would break on the next direct damage.
In crowded fights it basically meant free CC immunity for the enemy
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
What makes you assume you can beak out in 2.5 seconds but not in 5 seconds?
Do you even play this games as a NON SORC? lol
Or do the same thing ya did with Healthy Offering, changing it for the Nightblade healers out there and taking away the Unblockable undodgable CC Magic nightblades had. Just make it into a Heal, with a Heal you exchange health for, you know, for all the Magic Sorcerer Healers out there. They need love too. Make it cost lots of health. Call it Cozy Cage, make it snuggle the target with a blanky, and the morphs can be Fluffy Cage with a more powerful heal over time and extra coziness, and Warm Enclosure that also deals extra fire damage to the caster but the heal is instant. o_O _vHow about deleting runecage entirely and dont replace it with anything until you come up with something good. We can wait a few more months.
Or do the same thing ya did with Healthy Offering, changing it for the Nightblade healers out there and taking away the Unblockable undodgable CC Magic nightblades had.How about deleting runecage entirely and dont replace it with anything until you come up with something good. We can wait a few more months.
Lord_Dexter wrote: »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.
You comments about rune cage gave me a good laugh!
Rune Cage enable full blown one shot combo to sorc. Damage is not much issue!
JPcrazysquirrel3 wrote: »So, now the Balorgh monster set is even more trash than it was before.
Uh. The Vykosa monster set change is great (I assume that's what you meant, since the patch notes made no mention of the other monster set), because now you have control over when you want it to proc. It's definitely a situational/niche set. But I can see places where the set would really shine. For example, when the Warrior in vHRC starts his channel, I could bash and basically get a free Nova for the duration of that channel. Whereas before today's change, there were no situations where the set made sense.
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.
ZOS_GinaBruno wrote: »Vykosa: Slightly adjusted the 5-piece bonus from this item set.
- OLD
- 5: When you taunt an enemy, you frighten them with a deafening howl, applying Major Maim to them for 3 seconds, lowering their damage done by 30%. This effect can occur once every 15 seconds.
- NEW
- 5: When you Bash an enemy you have taunted, you frighten them with a deafening howl, applying Major Maim to them for 3 seconds, lowering their damage done by 30% This effect can occur once every 15 seconds.
Wth does the Templar execute keep getting increased even more every time i read the patch notes it was nerfed before for a reason stop going and increasing the damage it does
ChiknAriseMcFro wrote: »Rune cage and sloads. I've had other stuff hit me much harder than either. Sloads was never a concern for me even as a light armor magblade. The issue with rune cage is not being able to break it even with a full stamina bar. Whatever damage it does when it does damage is pitiful at best.
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.
Eeeveryone can rolldodge. If they have issues with it, then deal with it. The overspecialized species are always the ones who die, it's an easy mechanism. I agree however, that Sloads should be reflectable. But that's not the point. Everyone is asking devs to fit the game to your specific playstyle, while you are the ones who should adjust.
I can agree there are loads of unnecessary and outright stupid changes being made every now and then, the one to Empower as a good example (very fun for stamblades etc. who farmed lorebooks - not to NO avail whatsoever), but that's another story. I mean, use empowering chains on a DK, and WHOOOAAAA! ehäm.... hmmmm..... two light attacks....? Is that what you are supposed to do when "empowered"? Such an anticlimax...
We all know they ain't nerfing Sloads (yet) because they want to sell Summerset. I do have opinions about having such an "easy mode" set available as crafted. It's pretty.... Easy.
General
Fixed an issue that led to unusual rotations for pets, mounts, target dummies, and assistants in your home.
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.