ZOS_BrianWheeler wrote: »Passives will be addressed in a future update. We wanted to hit the Actives this patch and are looking at applying these standards/audit to more Actives in the future. It's a lot to go through but we'll get there
@ZOS_BrianWheeler can we expect some tlc for templar?
ZOS_BrianWheeler wrote: »In terms of quality of life changes, we’ve heard your feedback about cast times being difficult to incorporate into fluid combat/rotation, and have made adjustments to many abilities with cast times to make them easier to weave and be more reliable. In most of these cases, we have adjusted the damage as well in coordination with cast time adjustments to retain the DPS you’re used to in U21.
@ZOS_BrianWheeler can we expect some tlc for templar?
ZOS_BrianWheeler wrote: »With that being said, let’s dive into how we are approaching the Elsweyr update. First off, we are getting the Necromancer ready for prime time! This class was created with three major tenants of play:
forumsmurf wrote: »Why can't skills be dynamically balanced like Negate Magic? Negate Magic stuns ads but only silences players. It has a form of dual functionality depending on who it hits. Why can't other skills have this dual functionality? Instead of blanket nerfing DK wings because of pvp, why can't make it so wings can only reflect ad projectiles? There's more stuff that should seriously be balanced this way but obviously this comes to mind because it's an upcoming change.
Also can there be QoL changes to how certain non-resource dependent healing sources scale with your highest source of crit, rather than just defaulting to spell crit? An example would be Animal Companions' Bond With Nature that specifically scales with spell crit even though it's a class passive that should scale similarly to that of an ulti (highest source of crit), and Repentance that has no cost, but also defaults to scaling with spell crit.
Some things to me just don't make sense either, why does Critical Surge cost magicka rather than stamina when it gives Major Brutality? Why does Green Lotus cost magicka rather than stamina when it gives Major Savagery? Can these be changed so the healing from these skils actually scale with weapon crit, instead of the measley 10-20% spell crit that most Stamsorcs/Stamdens have?
Somehow I'm not feeling overly excited about these so-called balance changes. I'm envisioning a lot of nerfs with little not no buffs.
Quick poll. Who doesn't think that major fracture is going to be ripped from surprise attack, a very useful skill for pve dps and kept in mark target, a niche skill that is in nearly no one's rotation?
Anyone? Anyone?
That doesn't mean that mark target will become any more useful and people will magically start using it. It means that the rotation will remain the same and the class will become weaker.
I sure hope I'm wrong
The Cleave Buff?!
THE BLIND WARRIOR SHALL RISE
CLEAVE, CLEAVE EVERYTHING!
This is sounding very promising so far.
ZOS_BrianWheeler wrote: »We also took a high level pass at Class abilities, specifically looking for similar/redundant functions within each class's entire tool kit (like Mark Target granting Fracture and Surprise Attack granting Fracture). While we want there to be different abilities that operate similarly in functionality between your class, weapon, guild, and other skill lines, we want to avoid abilities within the same class to provide multiple sources of the same effect(s). This is an on-going effort for future skill lines, and we are not opposed to revisiting the structure of abilities that have already received this audit. Also note these passes were done in conjunction with the changes noted above regarding coefficient/cost/Rank progression, etc.
John_Falstaff wrote: »> Some of these abilities have even be used as "spammable" abilities (Searing Strike), despite that being against their design.
Hm-m. Sounds like we can say good bye to sDK's cheap spammable. Another indirect nerf.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus