So people is finally getting away with nerfing forward momentum? The argument that foward momentum makes heavy armor more mobile than medium is absurd, the problem is not heavy armor or forward momentum, the problem is that medium armor SUCKS. The passives are medicore, shuffle is ***, the lack of resistences&healing&health compared to heavy doesn't work in the current burst meta, the only effective medium builds atm are with impregnable, and the only reason they work is because impregnable is broken af. The solution is not a nerf to forward momentum, is a buff to medium armor, starting with shuffle and with that useless stealth passive that is a waste of skill points.
Stamblades being more effective as brawler now is the result of the change of meta. Old nighblade playstyle doesn't work, medium is ***, the game is full of undoggeable things, people is hitting really hard, etc. Also there is nothing wrong with being able to play an effective brawler, i'm not interested in being forced to run a roly poly build again, specially on this meta.
Dimishh returns for stacking movement speed bonuses is something i've suggested since the whole swift drama started. Is the logical choice for solving this. Nerfing major expedition would be really dumb.
I couldn't avoid laughting when i read the magDK part, they can't deal with bleads and defiles? lol. The self healing of the magDKs is insane, is absurd how much healing you can get on a magDK even while going full ofensive. Get real, if the magDKs lacks healing then i will make a post saying that stamblades lacks damage lol.
Good stuff here. A few thoughts:
4 seconds of immunity on Forward Momentum would be more appropriate and more in line with Shuffle. Shuffle also needs a decrease in cost and Major Evasion duration.
Swift. It needs toned down but not straight up nerfed. I've suggested it be changed to +5% movement speed AND +5% sprint speed. This retains the maximum benefit but slows people down when they are actually in combat and casting skills.
The Major Expedition speed amount is balanced in my opinion, the only problem is uptime in some cases (*cough* speed pots).
I think you missed this part, especially the bold:arasysb14_ESO wrote: »ZOS_GinaBruno wrote: »Hi everyone,
They acknowledged this and did more than insinuate that sorcerer offense is going to be reformed in the future (at one point, a dev asked out loud if they could be specific. They could not). We told them without these offensive changes it was asking too much to hit the sorcerers with a nerf to their defense first and make them wait for this vague promise in the future. We also mentioned, numerous times, that the mechanic of cast-times is something that is disliked by many people because it breaks the flow of the fluid and ast paced combat that defines ESO. We also went through a bunch of other various reasons that folks on the forums and discords brought up. In short, we pressed and that’s why it lasted over 30 minutes.
With the changes to resistances, having instant cast damage shields is even going to make them even stronger in PvE. We acknowledged this as a potential issue and agreed some adjustment was going to be needed.
Can we keep our ward instant till we at least hear about how sorcerer's offensive skills are going to be reformed? Just make shields unstackable, and without applied resistance? So far it sounded like "you'll be playing a broken class for awhile".ZOS_GinaBruno wrote: »Hi everyone,
Yesterday afternoon, we met with our Class Reps to discuss the changes currently on the PTS. But first, before we get to the meeting notes - we know everyone feels strongly about the changes made to Annulment and Conjured Ward in last week’s PTS patch, and we’ve been reading everyone’s feedback both in-game and across various forums and chats. As we mentioned during our meeting with the Class Reps yesterday, we are open to making adjustments as long as we are still meeting our original goals.
We’ve had a lot of discussions over the past week, and after digesting everything we’ve seen and read, in addition to talking with the Class Reps, we’re making the decision to revert the cast time for both of these shield abilities. In one of the upcoming PTS patches, Annulment and Conjured Ward will now be instant-cast abilities that scale off your maximum Magicka (as they do on live currently), but cap the total shield amount to 40% of your character’s maximum health. Our goal with the damage shield changes has been to address the fact that you can create builds that maximize damage while ignoring defense. We think it’s great some players want to play like a glass cannon, but those builds should have tradeoffs in reduced survivability. By limiting damage shield strength on max health, it makes the health stat much more attractive than it was previously for damage shield users.
Good stuff here. A few thoughts:
4 seconds of immunity on Forward Momentum would be more appropriate and more in line with Shuffle. Shuffle also needs a decrease in cost and Major Evasion duration.
Swift. It needs toned down but not straight up nerfed. I've suggested it be changed to +5% movement speed AND +5% sprint speed. This retains the maximum benefit but slows people down when they are actually in combat and casting skills.
The Major Expedition speed amount is balanced in my opinion, the only problem is uptime in some cases (*cough* speed pots).
Agree with all this. Thanks for not making me type it.
ruikkarikun wrote: »And about 40% HP shield cap, maybe you can increase it a little bit too...
ZOS_GinaBruno wrote: »Hi everyone,
We’ve had a lot of discussions over the past week, and after digesting everything we’ve seen and read, in addition to talking with the Class Reps, we’re making the decision to revert the cast time for both of these shield abilities. In one of the upcoming PTS patches, Annulment and Conjured Ward will now be instant-cast abilities that scale off your maximum Magicka (as they do on live currently), but cap the total shield amount to 40% of your character’s maximum health. Our goal with the damage shield changes has been to address the fact that you can create builds that maximize damage while ignoring defense. We think it’s great some players want to play like a glass cannon, but those builds should have tradeoffs in reduced survivability. By limiting damage shield strength on max health, it makes the health stat much more attractive than it was previously for damage shield users.
It's better and worse at the same time. They reverted one nerf and gave us another.