Another 2 oversights regarding Solar Barrage and Total Dark:
1. Solar Barrage: This problem with skill exists since overhaul, probably just bug but it reducing positive impact of skill, especially after last buff. Game considering its as DoT effect (you can see it by addons or official combat text) and proc stuff that proc on dots:
however CP system wasn't updated and considering skill as direct damage attack (as it was before overhaul), and as result it scale of Master-At-Arms instead of Thaumaturge.
It bringing inconsistence in PvE and PvP:
In PvE magplar dps builds, even ranged, invest into Thaumaturge as most of dps skills are DoTs. Melee magplars, that should benefit of Barrage, focusing even more on Thaumaturge as their melee is class spammable - Jabs, which is also DoT effect.
Due to this CP bug Barrage loosing damage boost from CP, which by simply checking pve builds (like Alcast's one) is something like 4-6% boost loss on skill.
In CP PvP there is also problem as Red CP think it Direct Damage skill, and instead of being reduced by Thick-Skinned CP like dots should, it mitigating by Ironclad CP that affect direct damage attacks.
So, fix Solar Barrage CP scaling to be DoT in all aspects of game.
2. Total Dark: even worse oversight that wasn't noticed since Clockwork City within its incremental patch changes as it was bit harder to figure out how changes were made. Bolded important parts:
Patch 3.2.3:
Recap without mechanics that were solidifying conceptions of damage effects(unblockable damage from "inside")/cc(can't be applied on cc immune target): as answer to request to make this pvp skill works better in pve where adds mostly have 2sec cooldown attacks, skill received internal cooldown and increased its damage. Something like this was previously done numerous times with other abilities (like Spear Shards, Rune Focus, etc.) to decrease server calculations by reducing frequency of ticks and buff its power effect. For example Rune Focus instead of 120resource every 0.5sec was changed to 240resources every 1second.
BUT Total Dark morph is bound to its damage proc cooldown too. It worked just a bit worse in pve against adds with fast special attacks and got serious nerf in pvp where animation cancelling is common and important thing and always result in highest possibly frequency of attack.
Simplier: damage component cant proc on every attack because its cooldown but strength of its proc is 67% stronger to get approximately same damage output in any scenario and keep damage condition in any situation, no matter if it slowpoke add or enemy player, but defensive healing of morph didn't got this treatment and it means that heals proc rarer but at same strength, taking damage formula made by zos it means consistency of heal of Total Dark became ~67% weaker!(it original proportions were damage<healing, as it is defensive morph, so it was healing for more than capability of deal damage) I think @Joy_Division might still remember how I was showing its possibility to negate nightblade burst pre this hidden nerf, after change it wasn't capable of it.
Lately with all the changes (like light attack scaling boost that was noted in dev comment that increased dps for a lot) it highlighted problem of its being very situational by having morph that cant reflect anymore and works only during eclipse not broken free unlike other morph, as morph no longer could absorb all incoming damage from enemy who didn't break free even in 1v1 and here is the reason why Total Dark can't fulfill its defensive role, and from update to update and everchanging meta this hole in morph concept becoming more problematic..
Total Dark heal should redeem this forgotten change and get its healing recalculated to retain it original proportions of damage-healing, to fit defensive role and situativeness.
@Joy_Division @ZOS_Gilliam plain and simple fix to this forgotten problem.
Another 2 oversights regarding Solar Barrage and Total Dark:
1. Solar Barrage: This problem with skill exists since overhaul, probably just bug but it reducing positive impact of skill, especially after last buff. Game considering its as DoT effect (you can see it by addons or official combat text) and proc stuff that proc on dots:
however CP system wasn't updated and considering skill as direct damage attack (as it was before overhaul), and as result it scale of Master-At-Arms instead of Thaumaturge.
It bringing inconsistence in PvE and PvP:
In PvE magplar dps builds, even ranged, invest into Thaumaturge as most of dps skills are DoTs. Melee magplars, that should benefit of Barrage, focusing even more on Thaumaturge as their melee is class spammable - Jabs, which is also DoT effect.
Due to this CP bug Barrage loosing damage boost from CP, which by simply checking pve builds (like Alcast's one) is something like 4-6% boost loss on skill.
In CP PvP there is also problem as Red CP think it Direct Damage skill, and instead of being reduced by Thick-Skinned CP like dots should, it mitigating by Ironclad CP that affect direct damage attacks.
So, fix Solar Barrage CP scaling to be DoT in all aspects of game.
2. Total Dark: even worse oversight that wasn't noticed since Clockwork City within its incremental patch changes as it was bit harder to figure out how changes were made. Bolded important parts:
Patch 3.2.3:
Recap without mechanics that were solidifying conceptions of damage effects(unblockable damage from "inside")/cc(can't be applied on cc immune target): as answer to request to make this pvp skill works better in pve where adds mostly have 2sec cooldown attacks, skill received internal cooldown and increased its damage. Something like this was previously done numerous times with other abilities (like Spear Shards, Rune Focus, etc.) to decrease server calculations by reducing frequency of ticks and buff its power effect. For example Rune Focus instead of 120resource every 0.5sec was changed to 240resources every 1second.
BUT Total Dark morph is bound to its damage proc cooldown too. It worked just a bit worse in pve against adds with fast special attacks and got serious nerf in pvp where animation cancelling is common and important thing and always result in highest possibly frequency of attack.
Simplier: damage component cant proc on every attack because its cooldown but strength of its proc is 67% stronger to get approximately same damage output in any scenario and keep damage condition in any situation, no matter if it slowpoke add or enemy player, but defensive healing of morph didn't got this treatment and it means that heals proc rarer but at same strength, taking damage formula made by zos it means consistency of heal of Total Dark became ~67% weaker!(it original proportions were damage<healing, as it is defensive morph, so it was healing for more than capability of deal damage) I think @Joy_Division might still remember how I was showing its possibility to negate nightblade burst pre this hidden nerf, after change it wasn't capable of it.
Lately with all the changes (like light attack scaling boost that was noted in dev comment that increased dps for a lot) it highlighted problem of its being very situational by having morph that cant reflect anymore and works only during eclipse not broken free unlike other morph, as morph no longer could absorb all incoming damage from enemy who didn't break free even in 1v1 and here is the reason why Total Dark can't fulfill its defensive role, and from update to update and everchanging meta this hole in morph concept becoming more problematic..
Total Dark heal should redeem this forgotten change and get its healing recalculated to retain it original proportions of damage-healing, to fit defensive role and situativeness.
@Joy_Division @ZOS_Gilliam plain and simple fix to this forgotten problem.
GREAT FIND!
Also, @Cinbri have you extensively tested the blazing shield fix yet? I made some quick tests and it seemed to be working as stated on patch notes, but wanted to see if another templar took a look at the change.
Hi there, I just wanted to say I really would love to make a templar tank but they need a talons type skill to be any good at it. Just wondering if ZOS could look at that sometime please
Another 2 oversights regarding Solar Barrage and Total Dark:
1. Solar Barrage: This problem with skill exists since overhaul, probably just bug but it reducing positive impact of skill, especially after last buff. Game considering its as DoT effect (you can see it by addons or official combat text) and proc stuff that proc on dots:
however CP system wasn't updated and considering skill as direct damage attack (as it was before overhaul), and as result it scale of Master-At-Arms instead of Thaumaturge.
It bringing inconsistence in PvE and PvP:
In PvE magplar dps builds, even ranged, invest into Thaumaturge as most of dps skills are DoTs. Melee magplars, that should benefit of Barrage, focusing even more on Thaumaturge as their melee is class spammable - Jabs, which is also DoT effect.
Due to this CP bug Barrage loosing damage boost from CP, which by simply checking pve builds (like Alcast's one) is something like 4-6% boost loss on skill.
In CP PvP there is also problem as Red CP think it Direct Damage skill, and instead of being reduced by Thick-Skinned CP like dots should, it mitigating by Ironclad CP that affect direct damage attacks.
So, fix Solar Barrage CP scaling to be DoT in all aspects of game.
2. Total Dark: even worse oversight that wasn't noticed since Clockwork City within its incremental patch changes as it was bit harder to figure out how changes were made. Bolded important parts:
Patch 3.2.3:
Recap without mechanics that were solidifying conceptions of damage effects(unblockable damage from "inside")/cc(can't be applied on cc immune target): as answer to request to make this pvp skill works better in pve where adds mostly have 2sec cooldown attacks, skill received internal cooldown and increased its damage. Something like this was previously done numerous times with other abilities (like Spear Shards, Rune Focus, etc.) to decrease server calculations by reducing frequency of ticks and buff its power effect. For example Rune Focus instead of 120resource every 0.5sec was changed to 240resources every 1second.
BUT Total Dark morph is bound to its damage proc cooldown too. It worked just a bit worse in pve against adds with fast special attacks and got serious nerf in pvp where animation cancelling is common and important thing and always result in highest possibly frequency of attack.
Simplier: damage component cant proc on every attack because its cooldown but strength of its proc is 67% stronger to get approximately same damage output in any scenario and keep damage condition in any situation, no matter if it slowpoke add or enemy player, but defensive healing of morph didn't got this treatment and it means that heals proc rarer but at same strength, taking damage formula made by zos it means consistency of heal of Total Dark became ~67% weaker!(it original proportions were damage<healing, as it is defensive morph, so it was healing for more than capability of deal damage) I think @Joy_Division might still remember how I was showing its possibility to negate nightblade burst pre this hidden nerf, after change it wasn't capable of it.
Lately with all the changes (like light attack scaling boost that was noted in dev comment that increased dps for a lot) it highlighted problem of its being very situational by having morph that cant reflect anymore and works only during eclipse not broken free unlike other morph, as morph no longer could absorb all incoming damage from enemy who didn't break free even in 1v1 and here is the reason why Total Dark can't fulfill its defensive role, and from update to update and everchanging meta this hole in morph concept becoming more problematic..
Total Dark heal should redeem this forgotten change and get its healing recalculated to retain it original proportions of damage-healing, to fit defensive role and situativeness.
@Joy_Division @ZOS_Gilliam plain and simple fix to this forgotten problem.
TheNightflame wrote: »Another 2 oversights regarding Solar Barrage and Total Dark:
1. Solar Barrage: This problem with skill exists since overhaul, probably just bug but it reducing positive impact of skill, especially after last buff. Game considering its as DoT effect (you can see it by addons or official combat text) and proc stuff that proc on dots:
however CP system wasn't updated and considering skill as direct damage attack (as it was before overhaul), and as result it scale of Master-At-Arms instead of Thaumaturge.
It bringing inconsistence in PvE and PvP:
In PvE magplar dps builds, even ranged, invest into Thaumaturge as most of dps skills are DoTs. Melee magplars, that should benefit of Barrage, focusing even more on Thaumaturge as their melee is class spammable - Jabs, which is also DoT effect.
Due to this CP bug Barrage loosing damage boost from CP, which by simply checking pve builds (like Alcast's one) is something like 4-6% boost loss on skill.
In CP PvP there is also problem as Red CP think it Direct Damage skill, and instead of being reduced by Thick-Skinned CP like dots should, it mitigating by Ironclad CP that affect direct damage attacks.
So, fix Solar Barrage CP scaling to be DoT in all aspects of game.
2. Total Dark: even worse oversight that wasn't noticed since Clockwork City within its incremental patch changes as it was bit harder to figure out how changes were made. Bolded important parts:
Patch 3.2.3:
Recap without mechanics that were solidifying conceptions of damage effects(unblockable damage from "inside")/cc(can't be applied on cc immune target): as answer to request to make this pvp skill works better in pve where adds mostly have 2sec cooldown attacks, skill received internal cooldown and increased its damage. Something like this was previously done numerous times with other abilities (like Spear Shards, Rune Focus, etc.) to decrease server calculations by reducing frequency of ticks and buff its power effect. For example Rune Focus instead of 120resource every 0.5sec was changed to 240resources every 1second.
BUT Total Dark morph is bound to its damage proc cooldown too. It worked just a bit worse in pve against adds with fast special attacks and got serious nerf in pvp where animation cancelling is common and important thing and always result in highest possibly frequency of attack.
Simplier: damage component cant proc on every attack because its cooldown but strength of its proc is 67% stronger to get approximately same damage output in any scenario and keep damage condition in any situation, no matter if it slowpoke add or enemy player, but defensive healing of morph didn't got this treatment and it means that heals proc rarer but at same strength, taking damage formula made by zos it means consistency of heal of Total Dark became ~67% weaker!(it original proportions were damage<healing, as it is defensive morph, so it was healing for more than capability of deal damage) I think @Joy_Division might still remember how I was showing its possibility to negate nightblade burst pre this hidden nerf, after change it wasn't capable of it.
Lately with all the changes (like light attack scaling boost that was noted in dev comment that increased dps for a lot) it highlighted problem of its being very situational by having morph that cant reflect anymore and works only during eclipse not broken free unlike other morph, as morph no longer could absorb all incoming damage from enemy who didn't break free even in 1v1 and here is the reason why Total Dark can't fulfill its defensive role, and from update to update and everchanging meta this hole in morph concept becoming more problematic..
Total Dark heal should redeem this forgotten change and get its healing recalculated to retain it original proportions of damage-healing, to fit defensive role and situativeness.
@Joy_Division @ZOS_Gilliam plain and simple fix to this forgotten problem.
please listen to templar feedback ZOS