It was indeed why encahnts wasn't overperforming indeed. When enemy, for example, could just do steps out of your wall of eleemnts to counter it.ZOS_Gilliam wrote: »Single target DoTs generally offer very steady damage that's more guaranteed compared to Direct Damage or ground targeted effects that require your opponent to stand inside them, and allowing powerful enchants to apply multiple times over their duration was enabling too much damage for too little effort.
What about Blade Cloak? It cast-and-forget aoe and unlike ground aoes cant be countered by move out of aoe zone because it self-buff.
P.S.: poison bug fix please too.
Marshall1289 wrote: »TL:DR
We reverted the changes with Murkmire xD
Not exactly. They fixed out the bugs. Enchants proc more reliably and the only exception now is single target DoTs, direct damage hits like rending slashes and force pulse "should" proc more than 1 enchant on cast.
For years we had to use Poison enchants on your mainhand DW because it would not proc from weapon abilities in your offhand. Berserker enchant would only proc off light/heavy attacks. Now it procs off skills in the offhand.
I probably don’t fully grasp the series of changes that have been made to enchant procs, but how would force pulse proc multiple enchants? Wouldn’t it still be the case that enchants proc only from attacks on the bar they were fired from, and thus force pulse, cast from a staff with a single enchant, could only proc a single enchant?
ZOS_Gilliam wrote: »We admit that we could have done a better job at taking in feedback and reacting accordingly to it. Amidst the large number of changes we made, we did not give enough time to this specific issue itself, as our attention was focused on other areas of feedback.
ZOS_Gilliam wrote: »We admit that we could have done a better job at taking in feedback and reacting accordingly to it. Amidst the large number of changes we made, we did not give enough time to this specific issue itself, as our attention was focused on other areas of feedback.
Maybe you folks will learn from this that balance is best done with a scalpel and not a sledgehammer?
So what happens to poison injection now it basically is getting a nerf because inchantment and poisons can't proc on it now poison injection as an execute is already weak could It's a dot execute i always like my poisons proc on it to help now it will suck if poisons can't proc on poison injection
Marshall1289 wrote: »Marshall1289 wrote: »Good change, I am incredibly skeptical about everything ZOS but I do think that it is good that it has been addressed relatively quickly. But does this change not effectively place them back to the pre murkmire area? Where wall and hail could proc them as well as direct/initial hits including LA/HA. Or is the % chance different too
@ZOS_Gilliam
Your offhand DW enchant wouldn't proc unless you light/heavy attacked, skills like rending slash have 2x initial hits that will both proc an enchant. They fixed out the bugs. Single target DoT's wont proc enchants, but now they actually work as intended.
And to piggy back off this, rending has 2 initial hits because it applies the snare effect and applies the first dot tick.
In case anyone wanted to know!
No, it actually has 2 slashes. The dot is a third tick that hits 1 second after, thats why the dot lasts for 9 seconds.
Edit: Maybe you meant 1 slash applies the DoT and the other applies the snare. That would be pretty interesting, but yeah, both those direct damage attacks should still proc enchants.
yea I remember they went through and changed DK passive to only apply snare off direct dmg portions of the dot abilities. This is the same thing (first hit applies the snare and then it's the first dot)
Though in weird ways, some players noticed taking 3+ hits off Total Dark and based on their description, its looking like TD considers rending 3 direct hits lol. Or maybe that was an enchant on the initial hit.
So what happens to poison injection now it basically is getting a nerf because inchantment and poisons can't proc on it now poison injection as an execute is already weak could It's a dot execute i always like my poisons proc on it to help now it will suck if poisons can't proc on poison injection
So what happens to poison injection now it basically is getting a nerf because inchantment and poisons can't proc on it now poison injection as an execute is already weak could It's a dot execute i always like my poisons proc on it to help now it will suck if poisons can't proc on poison injection
would be interesting if the AOE snare with poison dot will proc enchants.
Marshall1289 wrote: »Marshall1289 wrote: »Marshall1289 wrote: »Good change, I am incredibly skeptical about everything ZOS but I do think that it is good that it has been addressed relatively quickly. But does this change not effectively place them back to the pre murkmire area? Where wall and hail could proc them as well as direct/initial hits including LA/HA. Or is the % chance different too
@ZOS_Gilliam
Your offhand DW enchant wouldn't proc unless you light/heavy attacked, skills like rending slash have 2x initial hits that will both proc an enchant. They fixed out the bugs. Single target DoT's wont proc enchants, but now they actually work as intended.
And to piggy back off this, rending has 2 initial hits because it applies the snare effect and applies the first dot tick.
In case anyone wanted to know!
No, it actually has 2 slashes. The dot is a third tick that hits 1 second after, thats why the dot lasts for 9 seconds.
Edit: Maybe you meant 1 slash applies the DoT and the other applies the snare. That would be pretty interesting, but yeah, both those direct damage attacks should still proc enchants.
yea I remember they went through and changed DK passive to only apply snare off direct dmg portions of the dot abilities. This is the same thing (first hit applies the snare and then it's the first dot)
Though in weird ways, some players noticed taking 3+ hits off Total Dark and based on their description, its looking like TD considers rending 3 direct hits lol. Or maybe that was an enchant on the initial hit.
Good point, I just meant abilities with multiple direct damage hits. It doesn't really apply for force pulse because you can only have 1 enchant anyway, but the skill is a clear example of 1 ability with multiple direct damage hits. Forgot to take my meds.
ZOS_Gilliam wrote: »Greetings! Today the combat team would like to update you on some of our plans in regards to the popular topic and debates; enchantments and poisons! Recently we introduced a new system that allowed enchants and poisons to follow a better line of logic for triggering, which in turn has given us much more direct control on when and where they can fire off. In that process we originally allowed any Weapon Attack (any weapon skill line ability, Light Attack, or Heavy Attack) to trigger an enchant or a poison, and we've been closely monitoring feedback on how it has affected the game in many different avenues. Even after the recent fix to prevent multiple enchants from firing simultaneously, we're still not completely happy with how much damage enchants are granting with low effort input.
In a future incremental we'll be updating which abilities cannot fire enchantments or poisons. The changes will only affect single target Damage over Time abilities, or abilities that apply a single target DoT (such as Carve or Rend). The reasoning behind this is based on the usage and effort required for these abilities. Single target DoTs generally offer very steady damage that's more guaranteed compared to Direct Damage or ground targeted effects that require your opponent to stand inside them, and allowing powerful enchants to apply multiple times over their duration was enabling too much damage for too little effort.
It's worth mentioning that a few of these issues were already highlighted during the PTS, and you may be upset that they went to Live without adjustments. We admit that we could have done a better job at taking in feedback and reacting accordingly to it. Amidst the large number of changes we made, we did not give enough time to this specific issue itself, as our attention was focused on other areas of feedback. Moving forward with our Class Rep Program and the new NDA in line, we have high hopes that the class representatives themselves will feel more empowered to continue pointing out larger topics that you, the community, are passionate about; so we can better adjust ourselves to tackling the issues that are most important.
Oreyn_Bearclaw wrote: »ZOS_Gilliam wrote: »Greetings! Today the combat team would like to update you on some of our plans in regards to the popular topic and debates; enchantments and poisons! Recently we introduced a new system that allowed enchants and poisons to follow a better line of logic for triggering, which in turn has given us much more direct control on when and where they can fire off. In that process we originally allowed any Weapon Attack (any weapon skill line ability, Light Attack, or Heavy Attack) to trigger an enchant or a poison, and we've been closely monitoring feedback on how it has affected the game in many different avenues. Even after the recent fix to prevent multiple enchants from firing simultaneously, we're still not completely happy with how much damage enchants are granting with low effort input.
In a future incremental we'll be updating which abilities cannot fire enchantments or poisons. The changes will only affect single target Damage over Time abilities, or abilities that apply a single target DoT (such as Carve or Rend). The reasoning behind this is based on the usage and effort required for these abilities. Single target DoTs generally offer very steady damage that's more guaranteed compared to Direct Damage or ground targeted effects that require your opponent to stand inside them, and allowing powerful enchants to apply multiple times over their duration was enabling too much damage for too little effort.
It's worth mentioning that a few of these issues were already highlighted during the PTS, and you may be upset that they went to Live without adjustments. We admit that we could have done a better job at taking in feedback and reacting accordingly to it. Amidst the large number of changes we made, we did not give enough time to this specific issue itself, as our attention was focused on other areas of feedback. Moving forward with our Class Rep Program and the new NDA in line, we have high hopes that the class representatives themselves will feel more empowered to continue pointing out larger topics that you, the community, are passionate about; so we can better adjust ourselves to tackling the issues that are most important.
Honestly, I am upset about this. I am not commenting on the merits of the change. What makes me made is that I have blown probably 300-400 transmute crystals, more gold mats than I can count, and close to half a million gold trying to adapt to this change.
I feel cheated!!!
I am all for quick adjustments, and I applaud you guys for jumping on the DW issue. It was over the top. But the change to allow dots to proc things was fundamental to all aspects of the game. It went live, and many of us spent resources to adapt to that change. For the first time ever, I want compensation for ZOS's incompetency.
And for the record, not trying to shoot the messenger. I like the transparency here.
Oreyn_Bearclaw wrote: »ZOS_Gilliam wrote: »Greetings! Today the combat team would like to update you on some of our plans in regards to the popular topic and debates; enchantments and poisons! Recently we introduced a new system that allowed enchants and poisons to follow a better line of logic for triggering, which in turn has given us much more direct control on when and where they can fire off. In that process we originally allowed any Weapon Attack (any weapon skill line ability, Light Attack, or Heavy Attack) to trigger an enchant or a poison, and we've been closely monitoring feedback on how it has affected the game in many different avenues. Even after the recent fix to prevent multiple enchants from firing simultaneously, we're still not completely happy with how much damage enchants are granting with low effort input.
In a future incremental we'll be updating which abilities cannot fire enchantments or poisons. The changes will only affect single target Damage over Time abilities, or abilities that apply a single target DoT (such as Carve or Rend). The reasoning behind this is based on the usage and effort required for these abilities. Single target DoTs generally offer very steady damage that's more guaranteed compared to Direct Damage or ground targeted effects that require your opponent to stand inside them, and allowing powerful enchants to apply multiple times over their duration was enabling too much damage for too little effort.
It's worth mentioning that a few of these issues were already highlighted during the PTS, and you may be upset that they went to Live without adjustments. We admit that we could have done a better job at taking in feedback and reacting accordingly to it. Amidst the large number of changes we made, we did not give enough time to this specific issue itself, as our attention was focused on other areas of feedback. Moving forward with our Class Rep Program and the new NDA in line, we have high hopes that the class representatives themselves will feel more empowered to continue pointing out larger topics that you, the community, are passionate about; so we can better adjust ourselves to tackling the issues that are most important.
Honestly, I am upset about this. I am not commenting on the merits of the change. What makes me made is that I have blown probably 300-400 transmute crystals, more gold mats than I can count, and close to half a million gold trying to adapt to this change.
I feel cheated!!!
I am all for quick adjustments, and I applaud you guys for jumping on the DW issue. It was over the top. But the change to allow dots to proc things was fundamental to all aspects of the game. It went live, and many of us spent resources to adapt to that change. For the first time ever, I want compensation for ZOS's incompetency.
And for the record, not trying to shoot the messenger. I like the transparency here.
Oreyn_Bearclaw wrote: »Honestly, I am upset about this. I am not commenting on the merits of the change. What makes me made is that I have blown probably 300-400 transmute crystals, more gold mats than I can count, and close to half a million gold trying to adapt to this change.