Ok for rune cage and others
BUT,
For Wizards Riposte...Again i take off long time....Enough of those nerfs....i cant cry to nerf to others like OTHERS....
Spend hundred thosands of GOLDs and MATs for my 4 characters to Wizard Riposte.
U took;
Shields
cyrstal fragments
streak
Rune Cage
not enough nerfs on SORC now what its gears u start to nerf...
i take off for another 6 months and cancel my sub till u fix these ...
On that same note, Magicka players don’t have to use their main stat pool for break free, dodge roll, or block.
A magicka player uses the rest of his stam to break free: he can still shield/heal
A stamina player uses the rest of his stam to break free: he can’t do anything afterwards
It goes both ways. The system is balanced and no they should not change it.
John_Falstaff wrote: »@Anethum , I'll be the devil's advocate and say that nothing's wrong with being "master of one class". The person likes their choice, maybe because of playstyle (someone likes caster archetype, someone came to the game to play stabby stealthy types), maybe because of lore, or both. Those are all good reasons. Class balance shouldn't force anyone to "play another class", it should let one excel with their class of choice too if they're a good player. I can understand that some changes are needed, but on another hand it may be bad if they lead to having no counterplay against dodge and stealth.
(Then again, I'm not partial to PvP playstyles. As someone who's mainly playing stamina DK, damage in PvE, with Wolfhunter update I'm getting a philosophical outlook on things - probably the only way to make things worse for me now is to nerf emotes. ^^)
Still nothing about the removal of the Mount Speed bonus from Cyrodiil's Ward? Come on, please add the Mount Speed bonus back somewhere (Adept Rider is a good candidate...)
ZOS_GinaBruno wrote: »
General
Sorcerer
- Dark Magic
- Rune Cage: This ability and its morphs can now be dodged.
General
- Siege weapon damage and effects will no longer proc item sets.
Item Sets
- Durok’s Bane
- The 5-piece bonus has been adjusted.
- OLD:
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 1 second.
- NEW:
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 8 seconds per enemy.
- Ward of Cyrodiil
- The 5-piece bonus has been adjusted.
- OLD:
- When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- NEW:
- When you deal melee damage, you apply Major Defile to the enemy for 3 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- Wizard’s Riposte:
- The 5-piece bonus has been adjusted.
- OLD:
- When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
- NEW:
- When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
Nerfing rune cage was necessary.
Though making it dodgeable will not resolve how effective it is.
Since it has instant cast time and no visual projectile effect, the player won't be able to react in time to dodge.
This change is only making the ability less useful against already dodging targets.
Siege weapons really shouldn't have proc item sets from the beginning, so this change is much welcomed
Durok's Bane was OP and was used by ball groups/farming groups in Cyrodiil.
This is a good change.
No longer they will apply major defile to all players with very high uptime
Ward of Cyrodiil 3 pieces bonus of 15% mounted speed will be missed.
Please consider adding this bonus to other set.
If you are worried that it can give an advantage in the mounted battleground/s, you can always make it so that the bonus will not apply while in this type of location.
I agree the change to Wizard Riposte was needed.
The uptime of Minor Maim was too high.
In conclusion, I see a few fine combat balance changes, but you didn't address many issues, such as:
1) Many item sets are still OP, such as:
a. Sload - The change you made will not be enough. This set will still wreak havoc in PVP.
b. Shield Breaker - This set needs a cooldown of 2-3 seconds to it's 5 pieces set bonus.
Old:
5 items: When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 25-2150 Oblivion Damage to them.
New:
5 items: When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 25-2150 Oblivion Damage to them. This effect can occur once every 2 seconds.
c. Zaan - This set will still be very strong despite the range to break the beam was reduced by 2 meters.
I propose the following change:
Old:
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.
New:
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 8% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 40%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 20 seconds. This effect can't be applied to an enemy who is already effected by a zaan beam.
d. Many other item sets, not making this post TLDR.
2) OP abilities or lack of appropriate abilities:
a. Eye of the storm - Since there is no longer AOE caps(long time now), this ability is being spammed by ball groups/farming groups in Cyrodiil.
The ability is the best for farming ap since it is too strong and it stacks.
When I see groups spamming this ability, it makes me believe that pvp is all about this ultimate ability(which is really a shame).
You wanted diversity and not 1 shot ability and forget it, so please make this ultimate ability less strong.
Players shouldn't be farmed due to this OP ability.
Forget the run away and get out of the storm mentality, we need only 2 storms active at a location to give it more counter play.
If many... storms are active at a location = nuclear bomb version of Cyrodiil = nothing survives.
I propose the following change:
Eye of the Storm: Target: Area.
Old:
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing [1459 / 1476 / 1491 / 1508] Magic Damage every 1 second for 7 seconds.
New:
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing [1459 / 1476 / 1491 / 1508] Magic Damage every 1 second for 7 seconds. There can only be 2 storms active in the same area.
b. Reflective Scale and it's morphs - This ability is too strong and makes the magicka Dragonknight able to reflect far too many projectiles.
If you ever seen a fight between a sorcerer/other class/build which fires projectiles and a magicka Dragonknight, you probably noticed that 90% of projectiles are being reflected.
I suggest the following:
Dragon Fire Scale(morph example) -
Old:
Cost: [4050 / 3960 / 3870 / 3780] Magicka.
Flex your scales, reflecting up to 4 projectiles for 6 seconds. The reflected projectiles deal [20 / 25 / 30 / 35]% additional damage to the attacker.
New:
Cost: [4450 / 4360 / 4270 / 4180] Magicka.
Flex your scales, reflecting up to 4 projectiles for 4 seconds. The reflected projectiles deal [15 / 20 / 25 / 30]% additional damage to the attacker.
c. Steel Tornado - While I understand you wanted to make this ability undodgeable, this resulted in it being too strong, especially in PVP.
It is being spammed by groups in Cyrodiil and it is even became very good for solo gameplay.
I suggest the following:
Old:
Steel Tornado: Radius: 9 meters.
Launch yourself into a lethal spin, dealing [974 / 985 / 995 / 1006] Physical Damage to nearby enemies. Deals up to 100% more damage to enemies based on each percentage of their missing Health.
New:
Steel Tornado: Radius: 7 meters.
Launch yourself into a lethal spin, dealing [974 / 985 / 995 / 1006] Physical Damage to nearby enemies. Deals up to 70% more damage to enemies based on each percentage of their missing Health.
d. Stamina Nightblade lack of defensive ability against projectiles/incoming damage unless using the expensive cloak(which not all want to use, especially for players who want to play in-your-face kind of gameplay, no stealth).
e. Magicka Warden lack of defensive/CC ability/abilities and appropriate damage. Stamina Wardens are super strong, but their fellow magicka Wardens are far behind.
f.list goes on, no TLDR.
3. There are many exploits/bugs which needs to be fixed. I will not detail them all here so others may not exploit them.
A vague hint to one of the locations which a huge exploit needs an urgent fix: Imperial City.
Please fix it and many other exploits.
4. CC immunity and roots immunity are not reliable - There are many occasions which double/triple/more break free is required to break the stun.
one example: Dragonknight roots being applied when petrify was already applied. Breaking free of this stun+roots glitch requires 4 times breaking free and then dodge roll.
5. Cyrodiil performance - How can anyone enjoy PVP if the game client crash so many times, there is very high latency and low fps most of the time ?
The answer is that playing in Cyrodiil is not as enjoyable as it used to be.
It is not fun when reaching a large scale fight area and then the game crash or there is 500+ latency and it's not possible to react in time while in combat.
6. Bombing in Cyrodiil - This is too easy since there is no aoe caps.
Please adjust abilities and make it so that it will be harder to execute.
1/2 players killing 30 players in 1 second is broken pvp in my book.
7. Overland PVE areas - The difficulty is set to easy.
Please add more health to mobs and increase their damage.
8. Bots - Botting is still very common and many bots can be found all over Tamriel.
Negative effects of botting:
a.The bots are killing monsters/npcs that are needed for quests.
b. Make the game less enjoyable for players who adventure and farm by normal means(no botting).
c. The bots masters reduce the cost of items in the game while making huge amount of in-game gold and/or real life currency gains by exploits.
d. Guild masters who buy gold from the bots masters are cheating the system and are able to outbid other guilds when bidding on guild traders. The average bid amounts on most popular guild traders are higher due to bots.
e. etc.
Please add an efficient auto detect+ban system through the code.
9. Other issues - There are other issues. Please solve the above issues first.
ZOS_GinaBruno wrote: »
General
Sorcerer
- Dark Magic
- Rune Cage: This ability and its morphs can now be dodged.
General
- Siege weapon damage and effects will no longer proc item sets.
Item Sets
- Durok’s Bane
- The 5-piece bonus has been adjusted.
- OLD:
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 1 second.
- NEW:
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 8 seconds per enemy.
- Ward of Cyrodiil
- The 5-piece bonus has been adjusted.
- OLD:
- When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- NEW:
- When you deal melee damage, you apply Major Defile to the enemy for 3 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- Wizard’s Riposte:
- The 5-piece bonus has been adjusted.
- OLD:
- When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
- NEW:
- When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
Nerfing rune cage was necessary.
Though making it dodgeable will not resolve how effective it is.
Since it has instant cast time and no visual projectile effect, the player won't be able to react in time to dodge.
This change is only making the ability less useful against already dodging targets.
Siege weapons really shouldn't have proc item sets from the beginning, so this change is much welcomed
Durok's Bane was OP and was used by ball groups/farming groups in Cyrodiil.
This is a good change.
No longer they will apply major defile to all players with very high uptime
Ward of Cyrodiil 3 pieces bonus of 15% mounted speed will be missed.
Please consider adding this bonus to other set.
If you are worried that it can give an advantage in the mounted battleground/s, you can always make it so that the bonus will not apply while in this type of location.
I agree the change to Wizard Riposte was needed.
The uptime of Minor Maim was too high.
In conclusion, I see a few fine combat balance changes, but you didn't address many issues, such as:
1) Many item sets are still OP, such as:
a. Sload - The change you made will not be enough. This set will still wreak havoc in PVP.
b. Shield Breaker - This set needs a cooldown of 2-3 seconds to it's 5 pieces set bonus.
Old:
5 items: When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 25-2150 Oblivion Damage to them.
New:
5 items: When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 25-2150 Oblivion Damage to them. This effect can occur once every 2 seconds.
c. Zaan - This set will still be very strong despite the range to break the beam was reduced by 2 meters.
I propose the following change:
Old:
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.
New:
(2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 8% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 40%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 20 seconds. This effect can't be applied to an enemy who is already effected by a zaan beam.
d. Many other item sets, not making this post TLDR.
2) OP abilities or lack of appropriate abilities:
a. Eye of the storm - Since there is no longer AOE caps(long time now), this ability is being spammed by ball groups/farming groups in Cyrodiil.
The ability is the best for farming ap since it is too strong and it stacks.
When I see groups spamming this ability, it makes me believe that pvp is all about this ultimate ability(which is really a shame).
You wanted diversity and not 1 shot ability and forget it, so please make this ultimate ability less strong.
Players shouldn't be farmed due to this OP ability.
Forget the run away and get out of the storm mentality, we need only 2 storms active at a location to give it more counter play.
If many... storms are active at a location = nuclear bomb version of Cyrodiil = nothing survives.
I propose the following change:
Eye of the Storm: Target: Area.
Old:
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing [1459 / 1476 / 1491 / 1508] Magic Damage every 1 second for 7 seconds.
New:
Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing [1459 / 1476 / 1491 / 1508] Magic Damage every 1 second for 7 seconds. There can only be 2 storms active in the same area.
b. Reflective Scale and it's morphs - This ability is too strong and makes the magicka Dragonknight able to reflect far too many projectiles.
If you ever seen a fight between a sorcerer/other class/build which fires projectiles and a magicka Dragonknight, you probably noticed that 90% of projectiles are being reflected.
I suggest the following:
Dragon Fire Scale(morph example) -
Old:
Cost: [4050 / 3960 / 3870 / 3780] Magicka.
Flex your scales, reflecting up to 4 projectiles for 6 seconds. The reflected projectiles deal [20 / 25 / 30 / 35]% additional damage to the attacker.
New:
Cost: [4450 / 4360 / 4270 / 4180] Magicka.
Flex your scales, reflecting up to 4 projectiles for 4 seconds. The reflected projectiles deal [15 / 20 / 25 / 30]% additional damage to the attacker.
c. Steel Tornado - While I understand you wanted to make this ability undodgeable, this resulted in it being too strong, especially in PVP.
It is being spammed by groups in Cyrodiil and it is even became very good for solo gameplay.
I suggest the following:
Old:
Steel Tornado: Radius: 9 meters.
Launch yourself into a lethal spin, dealing [974 / 985 / 995 / 1006] Physical Damage to nearby enemies. Deals up to 100% more damage to enemies based on each percentage of their missing Health.
New:
Steel Tornado: Radius: 7 meters.
Launch yourself into a lethal spin, dealing [974 / 985 / 995 / 1006] Physical Damage to nearby enemies. Deals up to 70% more damage to enemies based on each percentage of their missing Health.
d. Stamina Nightblade lack of defensive ability against projectiles/incoming damage unless using the expensive cloak(which not all want to use, especially for players who want to play in-your-face kind of gameplay, no stealth).
e. Magicka Warden lack of defensive/CC ability/abilities and appropriate damage. Stamina Wardens are super strong, but their fellow magicka Wardens are far behind.
f.list goes on, no TLDR.
3. There are many exploits/bugs which needs to be fixed. I will not detail them all here so others may not exploit them.
A vague hint to one of the locations which a huge exploit needs an urgent fix: Imperial City.
Please fix it and many other exploits.
4. CC immunity and roots immunity are not reliable - There are many occasions which double/triple/more break free is required to break the stun.
one example: Dragonknight roots being applied when petrify was already applied. Breaking free of this stun+roots glitch requires 4 times breaking free and then dodge roll.
5. Cyrodiil performance - How can anyone enjoy PVP if the game client crash so many times, there is very high latency and low fps most of the time ?
The answer is that playing in Cyrodiil is not as enjoyable as it used to be.
It is not fun when reaching a large scale fight area and then the game crash or there is 500+ latency and it's not possible to react in time while in combat.
6. Bombing in Cyrodiil - This is too easy since there is no aoe caps.
Please adjust abilities and make it so that it will be harder to execute.
1/2 players killing 30 players in 1 second is broken pvp in my book.
7. Overland PVE areas - The difficulty is set to easy.
Please add more health to mobs and increase their damage.
8. Bots - Botting is still very common and many bots can be found all over Tamriel.
Negative effects of botting:
a.The bots are killing monsters/npcs that are needed for quests.
b. Make the game less enjoyable for players who adventure and farm by normal means(no botting).
c. The bots masters reduce the cost of items in the game while making huge amount of in-game gold and/or real life currency gains by exploits.
d. Guild masters who buy gold from the bots masters are cheating the system and are able to outbid other guilds when bidding on guild traders. The average bid amounts on most popular guild traders are higher due to bots.
e. etc.
Please add an efficient auto detect+ban system through the code.
9. Other issues - There are other issues. Please solve the above issues first.
3. There are many exploits/bugs which needs to be fixed. I will not detail them all here so others may not exploit them.
A vague hint to one of the locations which a huge exploit needs an urgent fix: Imperial City.
Please fix it and many other exploits.
4. CC immunity and roots immunity are not reliable - There are many occasions which double/triple/more break free is required to break the stun.
one example: Dragonknight roots being applied when petrify was already applied. Breaking free of this stun+roots glitch requires 4 times breaking free and then dodge roll.
I'm both sad... and happy about this. My Heem-Jas-super powered flaming oils of death will be missed.Apache_Kid wrote: »"Siege weapon damage and effects will no longer proc item sets"
THANK YOU
@Joy_Division
I just wonder what the Class Reps say about that internally when they talk to the devs. It doesn’t seem that you are getting the „pain points“ through to them. Not your fault though, I know you tried.
Joy_Division wrote: »@Joy_Division
I just wonder what the Class Reps say about that internally when they talk to the devs. It doesn’t seem that you are getting the „pain points“ through to them. Not your fault though, I know you tried.
We spent a lot of time debating Rune Cage and did not come to a consensus. I would say most of reps said the "dodgeable fix" would really only benefit stamblades. Two of reps said that even for magicka characters, dodge roll was legitimate counterplay. All of us felt what's on LivE currently was something that needed to be changed, but disagreed what to do (though none of us suggested to remove the damage and make it dodgeable). All of us felt the CC break on the skill was in a bad way. None of us felt the Defensive morph needed any adjustment whatsoever.
What we spent a lot of time on was that sorcerers wanted so legit options available to them for CC/offense that wasn't a broken (or overnerfed) Rune Prison. The one thing we did agree on was the change to Crystal Shard was something that satisfied nobody: the Blast morph still isn't competitive and the Frag nerfs have robbed the skill of its appeal in PvE and PvP.
I'm known as a templar, but sorcerer is the by far my second most played class, and I felt the things that annoyed me about the class were communicated to ZoS (PVE sustain is terrible, Crystal Fragment over-nerfed, can't streak over uneven terrain because of the loss of momentum, pigeonholed into a cookie-cutter build for both PvE and PvP morphs, lackluster Charged Atronach morph, Heavy Overload morph is spectacularly bad, stamina sorcs basically only derive Hurricane as an active skill, etc., there are others that I'm not thinking of atm).
I think the issue comes down to resources in that ZOS does not have enough of them to do more than a couple of class related changes per testing cycle. So Rune Prison is getting nerfed but Crystal Shard and those are things ares still on the backburner.
I have always felt and tried to communicate in our meetings is that every player on whatever class should legit have something to look forward to in the next update. It concerns me that this is not the case for Wardens (nothing done) and Sorcerer players (just getting hit with nerfs - call the dodgeable fury a "bug-fix" belies the reality that such a "bug-fix" is still weakening the class with respect to the other 4).
Waffennacht wrote: »Joy_Division wrote: »@Joy_Division
I just wonder what the Class Reps say about that internally when they talk to the devs. It doesn’t seem that you are getting the „pain points“ through to them. Not your fault though, I know you tried.
We spent a lot of time debating Rune Cage and did not come to a consensus. I would say most of reps said the "dodgeable fix" would really only benefit stamblades. Two of reps said that even for magicka characters, dodge roll was legitimate counterplay. All of us felt what's on LivE currently was something that needed to be changed, but disagreed what to do (though none of us suggested to remove the damage and make it dodgeable). All of us felt the CC break on the skill was in a bad way. None of us felt the Defensive morph needed any adjustment whatsoever.
What we spent a lot of time on was that sorcerers wanted so legit options available to them for CC/offense that wasn't a broken (or overnerfed) Rune Prison. The one thing we did agree on was the change to Crystal Shard was something that satisfied nobody: the Blast morph still isn't competitive and the Frag nerfs have robbed the skill of its appeal in PvE and PvP.
I'm known as a templar, but sorcerer is the by far my second most played class, and I felt the things that annoyed me about the class were communicated to ZoS (PVE sustain is terrible, Crystal Fragment over-nerfed, can't streak over uneven terrain because of the loss of momentum, pigeonholed into a cookie-cutter build for both PvE and PvP morphs, lackluster Charged Atronach morph, Heavy Overload morph is spectacularly bad, stamina sorcs basically only derive Hurricane as an active skill, etc., there are others that I'm not thinking of atm).
I think the issue comes down to resources in that ZOS does not have enough of them to do more than a couple of class related changes per testing cycle. So Rune Prison is getting nerfed but Crystal Shard and those are things ares still on the backburner.
I have always felt and tried to communicate in our meetings is that every player on whatever class should legit have something to look forward to in the next update. It concerns me that this is not the case for Wardens (nothing done) and Sorcerer players (just getting hit with nerfs - call the dodgeable fury a "bug-fix" belies the reality that such a "bug-fix" is still weakening the class with respect to the other 4).
All I know is at least one Rep doesn't PvE and thinks there is no "BiS" in PvP.
My faith in class representatives obviously took a nose dive hearing that
Waffennacht wrote: »Joy_Division wrote: »@Joy_Division
I just wonder what the Class Reps say about that internally when they talk to the devs. It doesn’t seem that you are getting the „pain points“ through to them. Not your fault though, I know you tried.
We spent a lot of time debating Rune Cage and did not come to a consensus. I would say most of reps said the "dodgeable fix" would really only benefit stamblades. Two of reps said that even for magicka characters, dodge roll was legitimate counterplay. All of us felt what's on LivE currently was something that needed to be changed, but disagreed what to do (though none of us suggested to remove the damage and make it dodgeable). All of us felt the CC break on the skill was in a bad way. None of us felt the Defensive morph needed any adjustment whatsoever.
What we spent a lot of time on was that sorcerers wanted so legit options available to them for CC/offense that wasn't a broken (or overnerfed) Rune Prison. The one thing we did agree on was the change to Crystal Shard was something that satisfied nobody: the Blast morph still isn't competitive and the Frag nerfs have robbed the skill of its appeal in PvE and PvP.
I'm known as a templar, but sorcerer is the by far my second most played class, and I felt the things that annoyed me about the class were communicated to ZoS (PVE sustain is terrible, Crystal Fragment over-nerfed, can't streak over uneven terrain because of the loss of momentum, pigeonholed into a cookie-cutter build for both PvE and PvP morphs, lackluster Charged Atronach morph, Heavy Overload morph is spectacularly bad, stamina sorcs basically only derive Hurricane as an active skill, etc., there are others that I'm not thinking of atm).
I think the issue comes down to resources in that ZOS does not have enough of them to do more than a couple of class related changes per testing cycle. So Rune Prison is getting nerfed but Crystal Shard and those are things ares still on the backburner.
I have always felt and tried to communicate in our meetings is that every player on whatever class should legit have something to look forward to in the next update. It concerns me that this is not the case for Wardens (nothing done) and Sorcerer players (just getting hit with nerfs - call the dodgeable fury a "bug-fix" belies the reality that such a "bug-fix" is still weakening the class with respect to the other 4).
All I know is at least one Rep doesn't PvE and thinks there is no "BiS" in PvP.
My faith in class representatives obviously took a nose dive hearing that
Joy_Division wrote: »@Joy_Division
I just wonder what the Class Reps say about that internally when they talk to the devs. It doesn’t seem that you are getting the „pain points“ through to them. Not your fault though, I know you tried.
We spent a lot of time debating Rune Cage and did not come to a consensus. I would say most of reps said the "dodgeable fix" would really only benefit stamblades. Two of reps said that even for magicka characters, dodge roll was legitimate counterplay. All of us felt what's on LivE currently was something that needed to be changed, but disagreed what to do (though none of us suggested to remove the damage and make it dodgeable). All of us felt the CC break on the skill was in a bad way. None of us felt the Defensive morph needed any adjustment whatsoever.
What we spent a lot of time on was that sorcerers wanted so legit options available to them for CC/offense that wasn't a broken (or overnerfed) Rune Prison. The one thing we did agree on was the change to Crystal Shard was something that satisfied nobody: the Blast morph still isn't competitive and the Frag nerfs have robbed the skill of its appeal in PvE and PvP.
I'm known as a templar, but sorcerer is the by far my second most played class, and I felt the things that annoyed me about the class were communicated to ZoS (PVE sustain is terrible, Crystal Fragment over-nerfed, can't streak over uneven terrain because of the loss of momentum, pigeonholed into a cookie-cutter build for both PvE and PvP morphs, lackluster Charged Atronach morph, Heavy Overload morph is spectacularly bad, stamina sorcs basically only derive Hurricane as an active skill, etc., there are others that I'm not thinking of atm).
I think the issue comes down to resources in that ZOS does not have enough of them to do more than a couple of class related changes per testing cycle. So Rune Prison is getting nerfed but Crystal Shard and those are things ares still on the backburner.
I have always felt and tried to communicate in our meetings is that every player on whatever class should legit have something to look forward to in the next update. It concerns me that this is not the case for Wardens (nothing done) and Sorcerer players (just getting hit with nerfs - call the dodgeable fury a "bug-fix" belies the reality that such a "bug-fix" is still weakening the class with respect to the other 4).
Oreyn_Bearclaw wrote: »Rune Cage needed adjustment, but all your really did was buff stamblades.
Joy_Division wrote: »I would say most of reps said the "dodgeable fix" would really only benefit stamblades.
Oreyn_Bearclaw wrote: »Rune Cage needed adjustment, but all your really did was buff stamblades.
Because stamblades are the only class that can dodgeroll right? Everyone running medium armor can dodge plenty, on CP even on 5 heavy you can dodge roll a lot. Nighblades don't have any dodge roll reduction, is about time that people stop with the argument that dodgeroll = stamblade, the rollypolly meta for nbs died a couple of patches ago, there are better ways of build a stamblade.Joy_Division wrote: »I would say most of reps said the "dodgeable fix" would really only benefit stamblades.
/facepalm
Oreyn_Bearclaw wrote: »It certainly benefits them the most, and they are absolutely the strongest PVP spec in the game assuming we are talking about experienced players. Not really sure how you argue with that. They defend by not getting hit, AKA, by a combo of cloak and roll. The one thing a sorc had going for them was that assuming they survived a NB burst, they could curse (pop them out of cloak) and then stun before they could reset the fight on them. That is no longer an option, because good NBs roll as soon as their cloaks break, then cloak again. Of course other stamina classes can roll dodge, but none do it as much as NBs, especially considering no other class is as effective open world in Medium armor as a NB, and if they do go heavy, well they have major evasion built in.
ZOS_GinaBruno wrote: »Item Sets
- Durok’s Bane
- The 5-piece bonus has been adjusted.
- OLD:
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 1 second.
- NEW:
- 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 8 seconds per enemy.
- Ward of Cyrodiil
- The 5-piece bonus has been adjusted.
- OLD:
- When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- NEW:
- When you deal melee damage, you apply Major Defile to the enemy for 3 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
- Wizard’s Riposte:
- The 5-piece bonus has been adjusted.
- OLD:
- When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
- NEW:
- When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.
Well, dunno
Before Durok didn't allowed to instantly debuff several attackers - there was 1 second delay in between new player became debuffed and there was no guarantee that new debuff would receive new enemy and not the same, as 1 sec before.
Now - it's possible, nuff said
Ward - literally not nerfed, because it's hard for melee to not deal any melee damage in 3 sec.
Riposte - just destroyed. If that change would go to live, then this set can be freely deconstructed. Because only 5 sec debuff time and only direct crits - cloth (this is light set, you remember that?) wearer would die long before this set procs 2nd time, really.
Oreyn_Bearclaw wrote: »It certainly benefits them the most, and they are absolutely the strongest PVP spec in the game assuming we are talking about experienced players. Not really sure how you argue with that. They defend by not getting hit, AKA, by a combo of cloak and roll. The one thing a sorc had going for them was that assuming they survived a NB burst, they could curse (pop them out of cloak) and then stun before they could reset the fight on them. That is no longer an option, because good NBs roll as soon as their cloaks break, then cloak again. Of course other stamina classes can roll dodge, but none do it as much as NBs, especially considering no other class is as effective open world in Medium armor as a NB, and if they do go heavy, well they have major evasion built in.
It benefits them in the same way that ANY other class running medium armor builds. Nighblades dont have ANY benefit related to dodgeroll. You can effectivle run medium armor builds in all classes, and is something really common, i always ran medium on my stamplar for example (and the best stamplars that i've seen, they all run medium), the only class i play on heavy is stamwarden. Stop spreading this false concept that making things dodgeable is a buff to stamblades (and i'm really disapointed that class reps are actually saying this, there should be someone on that group that actually understand medium armor builds...), is a buff to ALL medium armor builds (and to pretty much all builds in CP), that are the builds that get destroyed by runecage on live, other builds at least can take the burst and survive.
And if you have troubles dealing with stamblades as a mag sorc, then you are bad, period. Magsorcs are probably the best counters to nighblades, specially the squizzy builds that rely only on dodge. If there is 1 class that can effectible counter stamblades, is magsorc, by far.
IMO,
Class changes for PvP:
Stamplars got a nice buff to mag sustain with focus changes
Magplars got more tanky while in their house with focus changes and defile meta decline
All Sorcs get a nerf to an overperforming CC in order to allow better counter play
Stamblades get a nerf to an overperforming Ultimate in order to allow better counter play
All DKs get a buff for class mobility with wings changes
Magdens get a buff by becoming the only class that provide consistent AoE Defiles
Stamdens get a buff with the defile meta decline
Magblades remain in a tough place with an identity crisis
Stamdens stay at/near top in PvP, but severally lagging in PvE
Magblades stay at/near top in PvE, but severally lagging in PvP
PvP Rankings:
Stamblade
Stamden
Magsorc
MagDK
Stamsorc
Magplar
Stamplar
StamDK
Magblade
Magden
PvE DD Rankings:
Magblade
Stamblade
StamDK
Magplar
Magsorc
Everyone else
Meta changes:
Siege is coming to CP...be ready for really long sieges.
Defile meta is dead
Oblivion meta is still OP against the wrong targets (should always be % of max health instead of flat damage)
Troll King is stronger
Werewolf is stronger
Newer DD sets stay at the top (from Summerset/Wolfhunter)
Older tank sets stay at the top
Stam builds will be stronger in PvP benefitting from and fighting against werewolves
Mag builds will be stronger in PvE benefitting from range/shields
Just my opinion, what's yours?
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.