John_Falstaff wrote: »Now, I can see stamina builds running 2H/Bow builds using same buff from armor line, so those builds may benefit from it. I'm not sure about PvP specifics though - how often magicka runs medium armor (shuffle needs five pieces slotted) or DW? Or you mean hybrid builds?
John_Falstaff wrote: »@Soris , no, I was just confused by you saying "If the buff remain in blade cloak, we will see dw become fotm once again for both magicka and stamina." - so was surprised, since DW already had that buff on the Blade Cloak, so for dual-wielders nothing have changed, not like there's a reason for DW to be more popular than on live.
Now, I can see stamina builds running 2H/Bow builds using same buff from armor line, so those builds may benefit from it. I'm not sure about PvP specifics though - how often magicka runs medium armor (shuffle needs five pieces slotted) or DW? Or you mean hybrid builds?
I think changes are a good start in correcting the issue with builds having extreme amounts of offense and defense at the same time. It is good to see this finally be addressed. If players want to have more survivability then they need to build for it. Not have passive dodge, ridiculous shields, etc while at the same time having 40k+ resource pools, 3k+ spell/weapon damage with absurd amounts of burst damage. It’s gone on long enough.
Carbonised wrote: »Minor/Major Evasion: These buffs no longer grant a passive chance to dodge. They now reduce the damage you take from area of effect attacks by 5/25%. All abilities that previously granted Minor or Major Evasion have been converted to this new effect, and the Blade Cloak ability now grants Major Evasion.
I'm assuming this includes AOE damage from siege weapons, on which case this is absolutely NOT acceptable. Sieging was finally reaching a good balanced equilibrium, where it's a threat you need to deal with, while not being vastly OP either.
With a 25 % flat damage mitigation to siege AOE as well as any other mitigation to the rest of the damage, siege will be utterly useless against any stam build under the sun, and they can just simply disregard any siegers who try and push them off. While at the same time, magicka builds have their shields gutted now, and will be much more vulnerable to siege, with a cast time to shields.
IF this dodge-to-AOE mitigation goes live as it is, it absolutely needs to not work against sieging AOEs. Otherwise we might as well just drop trying to counter-siege any attackers altogether, as it will be a waste of time and effort.
Mystrius_Archaion wrote: »I actually like the changes to damage shields, though I didn't see notes about Steadfast Ward being changed the same so was that missed?
Here are the pros and cons...
Pros:
1) Resistances applying before damage shields benefits everyone. This is great.
2) Duration of damage shields was too short before requiring doing almost nothing else. Now you can do other things in a rotation.
3) This will make damage shields also help the Light of Cyrodiil set with the damage reduction while casting, as another cast time skill to use.
Cons:
1) Cast time is interruptable. It's not any longer really than the animation was in actual usage, but it does have that slight vulnerability. Getting interrupted while using Light of Cyrodiil though is less of an issue then.
That's right; I only came up with 1 single "con" on that list that I can think of and 3 easy "pros".
The only question is will damage shield strength change with the duration change or will the resistance changes be enough to compensate so that they can possibly last the entire duration. I hope that is the justification for the resistance changes.
Edit:
I'll have to wait and see the shield strength to comment about the shield crit issue, but at least impenetrable helps with that. I don't like it forcing impenetrable even more though.
At this point, I think we just need pvp gear and stats different from and separate from pve like DC Universe did years ago.
The cast time isn't a bad thing though on shields with what we get for it and the Light of Cyrodiil set option.
I really like the changes in this patch. There are 2 suggestions that I've made back in Morrowind and Horns Of The Reach PTS cycles that are finally being applied (Siphoning Strikes functioning with Heavy Attacks and Physical Damage on the Absorb Stamina Glyph respectively). Yay I'm a visionary! Or maybe it was just common sense? I'm just hoping that this piece of feedback will get applied before the Update goes live and not in one and a half years. Anyway, the class rework is looking good (although some fine-tuning is definitely needed) and most of the non-class combat changes are also good. I'm here to provide some feedback on Evasion buffs, because it's one of the biggest changes this patch and frankly, the one with the most issues. The great thing is that they are easily fixable.
First and foremost: 1 second cast time on shields. This is just too long. I can get on board with a cast-time however. In PvE, it will be a massive loss of DPS to apply a shield with a cast time. It also limits their usefulness too much, since for the most part, shields were an emergency button. I say reduce the cast-time to 0.5 seconds. It still breaks the fluidity of the gameplay and prevents shield spamming in both PvP and PvE, but without becoming a painfully long, clunky and unreliable form of defense.
Now let's get to the main part of what I wanted to give feedback on. Minor and Major Evasion. They need to be renamed! The name Evasion doesn't under any circumstances imply a buff that reduces AoE damage. So a name change is definitely in order.
A simple substitution of one buff for another raises a couple of issues with the abilities. Dodge Chance was an insanely strong buff since it allowed to avoid 100% of the damage of a given single target attack. AoE Damage reduction? Much more situational. The Blur morphs were previously very strong alternatives to Shuffle, but now, they pale in comparison. I'd even dare say that the Snare and Immobilization immunity on Shuffle itself should get a slight increase in duration.
- Blur morphs. Getting Minor Resistance buffs or a speed buff in addition to a reduction in AoE damage doesn't compare to what Shuffle is doing or what Deadly Cloak is doing. Why? Deadly Cloak deals damage, which means that its application isn't a DPS loss in most cases, since its not an "empty cast" that doesn't deal any damage. Shuffle removes snares and provides short immunity to them (the duration of the latter should be increased slightly by the way). None of the Blur morphs compare to these two skills. Nightblades have A LOT of ways of getting Major Expedition: Crippling Crasp/Debilitate, Twisting/Refreshing Path, Dodge-rolling with a Bow equipped being the most commonly used ones. Double Take is mostly used on Heavy Armor Stamblade builds that don't incorporate the use of a Bow, other than that, there's no reason to use it over Shuffle in PvP or Deadly Cloak in PvE other than getting 2% Critical Chance (unlikely) and getting the Hemorrhage passive on one of your skill bars. The Minor Resistance buffs are only about 2% damage mitigation, and having that as a morph effect on an ability that reduces AoE damage by 25% is laughable.
So some changes to Blur morphs are definitely in order. Suggestions off the top of my head would be to put both the Minor Resistances and Major Expedition on one of the morphs and then add a "Buff-While-Slotted" (Minor Vitality which used to be on Swallow Soul for example) for example. These are just examples off the top of my head and I'm sure ZOS will come up with better solutions if they put their heads at it.
- Elude. While getting extra duration could be interesting, I doubt anyone would give up Snare and Immobilization removal/immunity for it.
After reading the Class Rep meeting notes regarding Dual Wield and Two Handed weapons in veteran Trials, I also wanted to mention the fact that most Stamina classes don't even use Deadly Cloak anymore. Firstly because they don't have the space on their bars or the time to apply it in their rotation, secondly because its a DPS loss to cast it instead of a spammable when Major group buffs are active (I can provide a more detailed explanation if people are interested) and thirdly because it's not needed in the majority of the boss fights (because of the abundance of Red Champion Points and great group ways to limit incoming damage). The only Hard Mode bosses where I've used and seen the best players use Deadly Cloak are: The Warrior, The Assembly General, Stonebreaker, The Saints (vAS+2) and Z'Maja (vCR+3) (but no one even plays Stamina builds on these two last mentioned raids so it doesn't really count). So Deadly Cloak is a necessity on a grand total of 3 bosses out of the 19 bosses on which Stamina builds are used. That's right. Deadly Cloak is not the reason why Dual Wield is preferred to Two-Handed weapons. I don't know why the Class Reps think so, since the reason is much simpler than that: its the Daggers and Twin Blade and Blunt! Dual Wielding 2 Daggers gives us a massive 10% crit chance. So if you want Two-Handed to be just as viable... GIVE US A GREATDAGGER! (Or considering the fact that no one knows what a "Greatdagger" actually is or could be, give us a 4th type of Two-Handed weapons that gives us 10% Crit Chance with the Heavy Weapons passive). I still very much agree on making the AoE Damage reduction buff accessible to all Stamina builds no matter the weapon choices.
My final piece of feedback on AoE Damage Reduction or the so-called "Evasion buffs" (really gotta change that name), is that the mitigation percentage should be reduced. Bring down Major Evasion from 25% to 15% (or 20%, but I'd lean more towards 15%).. Why? Because in PvP, most ultimates are AoE (Dawnbreaker, Dragon Leap, Crescent Sweep, Elemental Storm, Meteor, Standard, Nova, Negate, etc. etc.) Anyone who has a 25% AoE damage reduction will be virtually unkillable by these abilities. And here we're talking about Nightblades and Stamina classes (AKA the ones that are already at a strong advantage in the current patch). Just to make everyone happy and avoid the infamous "PvE getting nerfed because of PvP" comments, I'll also mention that if left at 25% mitigation, Mirage/Double Take will make Magblades once again the favored Magicka damage dealing class in Trials since they will have much stronger defensive capabilities than the others. Obviously, healers wearing sets like Gossamer are an option, but why have a healer wear Gossamer instead of a set that either boosts stats or buffs sustain? It would be much easier to just throw in some Magblades and call it a day. A 15% damage reduction is already very strong, but it is a bit more in line with other classes' defensive mechanics.
So there! My lots of cents on Evasion and some other stuff when I went off topic.
Izaki out
My final piece of feedback on AoE Damage Reduction or the so-called "Evasion buffs" (really gotta change that name), is that the mitigation percentage should be reduced. Bring down Major Evasion from 25% to 15% (or 20%, but I'd lean more towards 15%).. Why? Because in PvP, most ultimates are AoE (Dawnbreaker, Dragon Leap, Crescent Sweep, Elemental Storm, Meteor, Standard, Nova, Negate, etc. etc.) Anyone who has a 25% AoE damage reduction will be virtually unkillable by these abilities. And here we're talking about Nightblades and Stamina classes (AKA the ones that are already at a strong advantage in the current patch). Just to make everyone happy and avoid the infamous "PvE getting nerfed because of PvP" comments, I'll also mention that if left at 25% mitigation, Mirage/Double Take will make Magblades once again the favored Magicka damage dealing class in Trials since they will have much stronger defensive capabilities than the others. Obviously, healers wearing sets like Gossamer are an option, but why have a healer wear Gossamer instead of a set that either boosts stats or buffs sustain? It would be much easier to just throw in some Magblades and call it a day. A 15% damage reduction is already very strong, but it is a bit more in line with other classes' defensive mechanics.
Darkmage1337 wrote: »https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0
Medium Armor
-Agility: Increased the Weapon Damage bonus to 7/15% from 6/12%.
THAT'S IT?!?!
R.I.P. hopes & dreams for Medium Armor passive for Physical Penetration.
Shinshadow wrote: »Let me get this straight..
It now reduces the effectiveness of snares applied to you by 1/2/4% per piece of Light Armor worn, and reduces the cost of Sprint by 1/2/3% per piece of Light Armor worn.
Light Armor gets a buff, by getting medium armor's passive ability but Shuffle gets more useless than ever with no real changes to medium armor??
Welcome to ELDER SCROLLS STAVES ONLINE.
You not notice the shield nerfs? Light armour is all but dead. Heavy or nothing now.