cmon, all annoying major defile like duroks, snb bash, snipe got nerf. and rune focus actaully get buff from 4.0.12
I think you didn’t research your information well enough. Rune focus is a change, neither nerf or buff. You get full uptime on your buffs for 20 seconds without needing to step into the circle every 8 seconds, which means you don’t need to cast it half as often as you do on life, PLUS you get free resistances if you choose to stand in it. Regarding defiles and snares, they did a good job for now to tune them down. 4 seconds seems reasonable to me, though I agree that certain skills should have even lower (snipe!) or higher uptime (yes flare). However this is not gamebreaking and I’m glad they finally addressed these issues.
No offense but the patch we received today was on the pts for the past 5 weeks and open to feedback.
No offense but the patch we received today was on the pts for the past 5 weeks and open to feedback.
CosmicChaos wrote: »I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
To top it off instead of just fixing Durok's Bane they made skills like Dark Flare even more useless than it already was. Dark Flare has a cast time and only lasted for 6 seconds to begin with. Not to mention a decent cost. And yet they decided reducing it's duration along with every other slow and heal reduction in the game was a good idea.
There is no cost increase for rune focus. That was dropped on the PTS. You’ll find the cost is the same as before the patch only you don’t have to constantly stand in it to get the buff. If you do choose to stand in it you get even more armour. Its a good change.
CosmicChaos wrote: »I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
To top it off instead of just fixing Durok's Bane they made skills like Dark Flare even more useless than it already was. Dark Flare has a cast time and only lasted for 6 seconds to begin with. Not to mention a decent cost. And yet they decided reducing it's duration along with every other slow and heal reduction in the game was a good idea.
Are you complaining about the reduction of snares in Cyrodiil?
CosmicChaos wrote: »CosmicChaos wrote: »I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
To top it off instead of just fixing Durok's Bane they made skills like Dark Flare even more useless than it already was. Dark Flare has a cast time and only lasted for 6 seconds to begin with. Not to mention a decent cost. And yet they decided reducing it's duration along with every other slow and heal reduction in the game was a good idea.
Are you complaining about the reduction of snares in Cyrodiil?
I was complaining because it is already hard enough as a mag Templar to keep most players from fleeing when they realize they can't kill you. The other classes have a lot easier time with disengaging as it is. On top of that we'd need to apply snares and defiles more often with sustain that was already pretty rough. Personally this change just made me lose interest in pvp. With that and the stealth detection...detection. However you want to say that. lol. The direction they're heading with pvp balance doesn't interest me at this point in time. That'sCosmicChaos wrote: »cmon, all annoying major defile like duroks, snb bash, snipe got nerf. and rune focus actaully get buff from 4.0.12
Those are only annoying to the builds that are almost impossible to take on without them. As far as Duroks that needed fixing. There rest didn't. The rune focus buff side only applies to a situation they admitted in the patch notes is messed up given the movement of the current content. So they added a buff useless in a lot of endgame content to justify nearly doubling the cost. lol.
And helios, there is another option that I specifically said I'd be taking. I don't expect them to change things to suit my needs. I'll just stay out of pvp.
The main reason why they nerfed snares & is that defiles is that with the previous state of pvp as a werewolf beeing perma snared and defiled survival and enjoying pvp was very limited(3-4 active werewolves in vivec atm; Xbox eu) Fighting felt like permanently wading through mud with all the snares flying around. To make it appealing to more then 1% of players in Pvp skills and sets causing a 100% uptime on snares /defiles easily needed to be nerfed. Since builds that should be affected by that(heal bots and tanks) are basically immune against it anyway.
This change was not made for Nightblades. A player (regardless of class) should know when an enemy player can detect them through sneak or invisibility. This was a no-brainer quality of life change.I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
As a templar main, I'd think you would see the importance of making sure 100% defile up-time and 100% snare up-time are not face-roll easy to achieve. More than any other class, templars benefit from that...To top it off instead of just fixing Durok's Bane they made skills like Dark Flare even more useless than it already was. Dark Flare has a cast time and only lasted for 6 seconds to begin with. Not to mention a decent cost. And yet they decided reducing it's duration along with every other slow and heal reduction in the game was a good idea. To be honest playing a magplar was frustrating enough. I can't tell you how many fights I can hold the attacker off, but cannot finish them due to the lack of mobility and decent cc options with the templar.
The_Outsider wrote: »This change was not made for Nightblades. A player (regardless of class) should know when an enemy player can detect them through sneak or invisibility. This was a no-brainer quality of life change.I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
The_Outsider wrote: »This change was not made for Nightblades. A player (regardless of class) should know when an enemy player can detect them through sneak or invisibility. This was a no-brainer quality of life change.I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
The solution was the detect eye being open, not a big red pointer at who was detecting you.
Might as well put the detection circles around everyone like in Hew's Bane.
CosmicChaos wrote: »CosmicChaos wrote: »I really don't know what they are thinking. First off......Showing an indicator above players who can see stealth? NBs can already have sufficient movement to evade while stealthed. All this did was render detections useless. To my knowledge none of the detections reach anywhere near the 40m range skills have in pvp. So I can't begin to understand how they thought this was a good idea or even a reasonable one.
To top it off instead of just fixing Durok's Bane they made skills like Dark Flare even more useless than it already was. Dark Flare has a cast time and only lasted for 6 seconds to begin with. Not to mention a decent cost. And yet they decided reducing it's duration along with every other slow and heal reduction in the game was a good idea.
Are you complaining about the reduction of snares in Cyrodiil?
I was complaining because it is already hard enough as a mag Templar to keep most players from fleeing when they realize they can't kill you. The other classes have a lot easier time with disengaging as it is. On top of that we'd need to apply snares and defiles more often with sustain that was already pretty rough. Personally this change just made me lose interest in pvp. With that and the stealth detection...detection. However you want to say that. lol. The direction they're heading with pvp balance doesn't interest me at this point in time. That's all.