ZOS_GinaBruno wrote: »Speed pots will actually be addressed next week; we just ran out of time to get it into today's patch, that's all.
@ZOS_GinaBruno @ZOS_Wrobel @ZOS_RobGarrett Again, more changes made for PvP with no regards to PvE.
How are classes that have no reliable source of Expedition expected to do the Balorgh hunt in vMoS HM? You know, that same hunt mechanic that the dev team hilarious failed repeatedly on ESO Live? Many tanks run speed pots for that mechanic.
Or the main tank in vCR? If Z'Maja teleports across the entire length of the room and the tank can't get there fast enough, she will blast everyone in the group.
All of these speed fixes are bandaids that avoid the main problem: That Swift+Expedition in PvP make players virtually untargetable. These are poor, inadequate fixes because all you're doing is reducing the duration of broken combat speed. The problem is that these speeds are attainable in the first place. Making these broken speeds last shorter durations isn't the way to fix this.
Leave Swift alone. Leave Expedition alone. The only thing you should be changing is lowering the in-combat speed cap.
ZOS_GinaBruno wrote: »Speed pots will actually be addressed next week; we just ran out of time to get it into today's patch, that's all.
TequilaFire wrote: »/sigh Now have fun getting through the oil at a breach. smh
Right cause stamina doesn’t have 28 meters unlimited gap closer at their disposal ? Lol. Besides casters are in fact suppose to be more mobile than melee. It’s always been the case for all mmo’s except eso for some flawed reason. Melee have gap closers so I hope they nerf speed pots so maybe stamina players could sprint more and use gap closer like they are suppose to ?Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Also it's not only about being able to close the gap...it's about being able to get in and OUT of the engagement.
I think the issue is how they read feedback.
Instead of reading:
- N players wants Swift to be looked at becuase XYZ reasons, but not other things
- N1 players want FM to be looked at, because of ZWY reasons, but not other things
- N2 players want Major expedition to be looked because YZW reasons, but not other things
- N3 players want speed pots to be looked at because ZYW reasons, but not other things
it all becomes: (all) players want swift, FM, M.Exp and speed pots to be looked at.
Feedback is very important for ZOS and they don't want to exclude anyone, so they go ahead a nerf all things, thinking the player base will be happy. Of course people are not happy because for 1 victory (they got the nerf they wanted) , they suffer 3 losses.
I honestly don't see another explanation to the nerf machine gun hammer.
I think the issue is how they read feedback.
Instead of reading:
- N players wants Swift to be looked at becuase XYZ reasons, but not other things
- N1 players want FM to be looked at, because of ZWY reasons, but not other things
- N2 players want Major expedition to be looked because YZW reasons, but not other things
- N3 players want speed pots to be looked at because ZYW reasons, but not other things
it all becomes: (all) players want swift, FM, M.Exp and speed pots to be looked at.
Feedback is very important for ZOS and they don't want to exclude anyone, so they go ahead a nerf all things, thinking the player base will be happy. Of course people are not happy because for 1 victory (they got the nerf they wanted) , they suffer 3 losses.
I honestly don't see another explanation to the nerf machine gun hammer.
Different teams resulting in different nerfs under heavy deadlines:
- item team sees feedback and nerfs sets that give major expeiditon + nerf swift trait (checklist checked)
- combat team sees feedback and nerfs major expedition sources. Also buffs steed, nerfs forward momentum (checklist complete)
I think the issue is how they read feedback.
Instead of reading:
- N players wants Swift to be looked at becuase XYZ reasons, but not other things
- N1 players want FM to be looked at, because of ZWY reasons, but not other things
- N2 players want Major expedition to be looked because YZW reasons, but not other things
- N3 players want speed pots to be looked at because ZYW reasons, but not other things
it all becomes: (all) players want swift, FM, M.Exp and speed pots to be looked at.
Feedback is very important for ZOS and they don't want to exclude anyone, so they go ahead a nerf all things, thinking the player base will be happy. Of course people are not happy because for 1 victory (they got the nerf they wanted) , they suffer 3 losses.
I honestly don't see another explanation to the nerf machine gun hammer.
Different teams resulting in different nerfs under heavy deadlines:
- item team sees feedback and nerfs sets that give major expeiditon + nerf swift trait (checklist checked)
- combat team sees feedback and nerfs major expedition sources. Also buffs steed, nerfs forward momentum (checklist complete)
Good point.
But isn't there someone to coordinate those 2 teams?
Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Are you saying that to a magsorc? Really?
Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Are you saying that to a magsorc? Really?
Magsorcs are the obvious exception because of bolt and should not have even been considered in that statement.
Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Are you saying that to a magsorc? Really?
Magsorcs are the obvious exception because of bolt and should not have even been considered in that statement.
Well, Magblade with concelaede weapon and spamming cloak is also quite mobile. If you ad major expedition the can outrun easily any DK or Templar.
Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Are you saying that to a magsorc? Really?
Magsorcs are the obvious exception because of bolt and should not have even been considered in that statement.
Well, Magblade with concelaede weapon and spamming cloak is also quite mobile. If you ad major expedition the can outrun easily any DK or Templar.
Ok...and? Some mag classes are more mobile than other mag classes, so what? In general magicka builds are not as mobile as stamina builds, and should definitely not be as mobile as medium armor stamina builds.
Emma_Overload wrote: »
Magicka builds aren't meant to be as mobile as stamina builds...so what's your point?
Are you saying that to a magsorc? Really?
Magsorcs are the obvious exception because of bolt and should not have even been considered in that statement.
Well, Magblade with concelaede weapon and spamming cloak is also quite mobile. If you ad major expedition the can outrun easily any DK or Templar.
Ok...and? Some mag classes are more mobile than other mag classes, so what? In general magicka builds are not as mobile as stamina builds, and should definitely not be as mobile as medium armor stamina builds.
Well, now light armor will give you extra mobility with the grace passive. 20% snare reduction + reduction on sprinting will make magicka more mobile.
TBH, I don't think "magicka classes" were designed to the "stay your ground" playing style. I think they were designed towards the mage archetype, which requires certain mobility to be effective. Sure, the Rogue archetype (hit and run) is more mobile, but that doesn't mean Mages have to be anchored to a spot.
Now, the warrior archetype (which many stam specs try to follow) is indeed a "stay your ground" playing style, but most "warriors" here play "hit and run" without the consequences of it (just like a rogue, but higher, better, faster, stronger)
TequilaFire wrote: »/sigh Now have fun getting through the oil at a breach. smh
Rapid + purge + siege shield + shadow ult = easy
The_Brosteen wrote: »*looks at thread title*
Hmm they nerfed more than just those two things that provide increased movement speed why is OP not includi- *sees poster name*
ooooohhhhhh
TequilaFire wrote: »TequilaFire wrote: »/sigh Now have fun getting through the oil at a breach. smh
Rapid + purge + siege shield + shadow ult = easy
Yeah four slots on a Templar to replace a potion.
And now some in this thread are also calling for a nerf on rapids. smh
usmcjdking wrote: »TequilaFire wrote: »TequilaFire wrote: »/sigh Now have fun getting through the oil at a breach. smh
Rapid + purge + siege shield + shadow ult = easy
Yeah four slots on a Templar to replace a potion.
And now some in this thread are also calling for a nerf on rapids. smh
Well, what do you expect? Everything BUT rapids & Skooma Smuggler got put into the trashcan. Now, no one cares about Skooma Smuggler. The only reason to continue to advocate for leaving rapids as is, is because you feel you deserve a mechanical advantage over any player who doesn't play like you.
TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »TequilaFire wrote: »/sigh Now have fun getting through the oil at a breach. smh
Rapid + purge + siege shield + shadow ult = easy
Yeah four slots on a Templar to replace a potion.
And now some in this thread are also calling for a nerf on rapids. smh
Well, what do you expect? Everything BUT rapids & Skooma Smuggler got put into the trashcan. Now, no one cares about Skooma Smuggler. The only reason to continue to advocate for leaving rapids as is, is because you feel you deserve a mechanical advantage over any player who doesn't play like you.
Just remember that when you are playing horse simulator to get across Cyrodiil and don't have rapids.
TequilaFire wrote: »TequilaFire wrote: »/sigh Now have fun getting through the oil at a breach. smh
Rapid + purge + siege shield + shadow ult = easy
Yeah four slots on a Templar to replace a potion.
And now some in this thread are also calling for a nerf on rapids. smh
Just because they play classes that actually have mobility to start with.
RIP DK and Templar.