Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
Actually only stamblades i see are gankers most used in cyrodiil tht I see and I play a lot is mag sorc stam and mag warden stam templar and mag templar and some stam dkRagnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
Canned_Apples wrote: »Nerf snipe blades!
Ragnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
Ragnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
abusing befoul?
sorry i dont follow... what?
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
abusing befoul?
sorry i dont follow... what?
Do you even reverb bro?
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
abusing befoul?
sorry i dont follow... what?
Do you even reverb bro?
yes and befoul helps with that but what's the "abuse"?
Cleave: (Reworked this ability and its morphs) Damage increased by 50%, but removed the bleed from this base ability completely.
Carve: Retains the bleed; bleed damage increased by 25%. No longer grants Minor Heroism.
Brawler: Removed the bleed from this ability. Increased the Shield granted from this morph by 100% at base, but reduced the bonus scaling per target hit from 100% to 50%. This means at base this ability will be 100% stronger than before, and will be ~14% stronger than previously if you get the maximum bonus.
Good stuff. About time they start looking at under performing abilities, AND sets. Talking about sets, Earthgore is going from overpowered to useless. We don't need more useless sets, especially monster sets which are something you can tailor your play style around.
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
abusing befoul?
sorry i dont follow... what?
Do you even reverb bro?
yes and befoul helps with that but what's the "abuse"?
You can spam befouled reverb to basically cut almost half of your opponents healing. There are stamDk mains that hit reverb more than they hit you with any other skill.
I call this an abuse , because cutting someone's healing by almost half doesn't exactly seem balanced to me. I realize CP time to kill is out of control and fights can last forever sometimes, but defile is not a solution. I would honestly remove befoul and make defiles unpurgeable so that they actually do their job and counter healers. But thats just me.
egosumacunnus wrote: »How about instead of that, you upgrade the servers and bandwidth so PvP and using the guild stores are consistently fun.
ZarkingFrued wrote: »This game changes entirely once a year lol. If I want to play a different game I'd just go buy one. Still I'm going to be cautiously optimistic. Sounds like it COULD be great, but I get the feeling it's just gonna be another across the board nerf to solo players. Please tell me theres a rework on snares coming? They are unbearable
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »marius_buys wrote: »All I am saying is make sure the opponent has a counter to being stunned and have enough attack power to take down his attacker. Mag vs Stam is pretty much a one way street atm with stam winning 90% of the battles in 1v1. Which is why Cyrodiil is full of StamDK, Stam NB and Stamsorc.
Last time I checked cyrodiil was a Zoo full of petsorcs. So this is what they call selective attention I guess.
Probably more like StamNB, MagSorc, StamSorc, MagWarden, StamWarden, some kinda Templar, MagDk.......
......oh and a couple StamDK.
stamDK is carried nicely by heavy armor sets and abusing befoul. There is a good variety of every class in cyrodiil but most dominant ones are magsorcs and stamblades just as usual.
abusing befoul?
sorry i dont follow... what?
Do you even reverb bro?
yes and befoul helps with that but what's the "abuse"?
You can spam befouled reverb to basically cut almost half of your opponents healing. There are stamDk mains that hit reverb more than they hit you with any other skill.
I call this an abuse , because cutting someone's healing by almost half doesn't exactly seem balanced to me. I realize CP time to kill is out of control and fights can last forever sometimes, but defile is not a solution. I would honestly remove befoul and make defiles unpurgeable so that they actually do their job and counter healers. But thats just me.
LOL
sorry i didn't even know this is a thing........
at most Reverb cuts 40%. in no-CP BG, it's 30%.
in CP world, this is so easily counteracted by increasing ur effective heal, heal crit, increase health regen.... come on... put on some Troll King, hit Vigor, and Befouled is meh...
I slot it if I'm on my 1HS for the damage then stun. The heal reduce is just a bonus.
Also, Vivec NA u can have multiple PC reverb a 1vX tank build with 100% uptime and the dude still walks around without breaking a sweat. ur only hope at that point is DK's Immobile and spamming Master DW.......
"abuse" lol
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).
Shokasegambit1 wrote: »Can Stam Sorc have some uniqueness besides dark deal that 100% counterable lol
Kiithnaras wrote: »Also, I think before you go auditing skills themselves, it probably would be better to finally address anim-cancelling.
Full disclosure before git-gud spam responses inundate me: I can attack-weave pretty decently (that's not super hard), but I cannot bar-swap to save my bacon.
It strikes me as odd that anim-cancelling would be so grossly disregarded. Past discussions also seem to focus on the actual animations and cancelling thereof, and skirt around the real issue - action-stacking. I also feel that the core combat code relies on animation timers to process mechanical combat functions - not a bad idea for appearances, but if not done perfectly...well, yeah. I personally wouldn't care if the animations get cancelled and overridden by other actions, but that a "skilled" player that abuses "approved" exploits like bar-swapping and roll-cancelling can easily double or triple the DPS or even burst-heals compared to the "casual scrub" is blindingly revolting.
The solution, in my mind at least with my meager lowly coding experience, would be to institute what I've come to call a Global Action Cooldown (GAC). All skills and attacks would both be subject to and initiate this GAC, probably on the order of one-half to one second. Some weapons, like daggers, might have a shorter GAC value (and comparatively lower attack strength per hit), while two-handed weapons might have a longer GAC. Heavy attacks, being a kind of "soft" cast, would only trigger this GAC when the attack is actually triggered, either by reaching full charge or by releasing the attack button. The same would be true for skills with casting times, like Snipe or Volley - the GAC only initiates when the casting concludes. Channel skills, like Rite of Passage, would initiate the GAC immediately, allowing their effects to be interrupted and cancelled albeit at the loss of the remainder of the effects.
Blocking, Bashing, Rolling, Break-free, and so forth would not be subject to this GAC, but since they don't affect it either, this wouldn't result in the ability to stack up actions, but neither would it result in the loss of the triggered action, mostly. I do feel that defensive actions should at least be delayed, however, until any Triggered action (e.g. pressing the button for a skill) actually Launches (e.g. fires its projectile, deals damage, or applies buffs/debuffs). Blocking et al would still interrupt casting and channelling, though, as normal.
To counter the more structured nature of this, it would be helpful to have more reliable Action Queuing, where triggering another skill or attack before the GAC expires should place that action in queue to immediately trigger as soon as the GAC expires, but only one such action should be valid. For instance, quickly pressing LMB, LMB, 3 would start a light attack, queue another light attack, but then replace the un-triggered light attack in the queue with Skill 3.
Overall, I feel this would lead to a more fluid and elegant flow of combat, particularly in PvP, and result in significantly less "cultist spasms."
DanBeatYou_xD wrote: »Kiithnaras wrote: »Also, I think before you go auditing skills themselves, it probably would be better to finally address anim-cancelling.
Full disclosure before git-gud spam responses inundate me: I can attack-weave pretty decently (that's not super hard), but I cannot bar-swap to save my bacon.
It strikes me as odd that anim-cancelling would be so grossly disregarded. Past discussions also seem to focus on the actual animations and cancelling thereof, and skirt around the real issue - action-stacking. I also feel that the core combat code relies on animation timers to process mechanical combat functions - not a bad idea for appearances, but if not done perfectly...well, yeah. I personally wouldn't care if the animations get cancelled and overridden by other actions, but that a "skilled" player that abuses "approved" exploits like bar-swapping and roll-cancelling can easily double or triple the DPS or even burst-heals compared to the "casual scrub" is blindingly revolting.
The solution, in my mind at least with my meager lowly coding experience, would be to institute what I've come to call a Global Action Cooldown (GAC). All skills and attacks would both be subject to and initiate this GAC, probably on the order of one-half to one second. Some weapons, like daggers, might have a shorter GAC value (and comparatively lower attack strength per hit), while two-handed weapons might have a longer GAC. Heavy attacks, being a kind of "soft" cast, would only trigger this GAC when the attack is actually triggered, either by reaching full charge or by releasing the attack button. The same would be true for skills with casting times, like Snipe or Volley - the GAC only initiates when the casting concludes. Channel skills, like Rite of Passage, would initiate the GAC immediately, allowing their effects to be interrupted and cancelled albeit at the loss of the remainder of the effects.
Blocking, Bashing, Rolling, Break-free, and so forth would not be subject to this GAC, but since they don't affect it either, this wouldn't result in the ability to stack up actions, but neither would it result in the loss of the triggered action, mostly. I do feel that defensive actions should at least be delayed, however, until any Triggered action (e.g. pressing the button for a skill) actually Launches (e.g. fires its projectile, deals damage, or applies buffs/debuffs). Blocking et al would still interrupt casting and channelling, though, as normal.
To counter the more structured nature of this, it would be helpful to have more reliable Action Queuing, where triggering another skill or attack before the GAC expires should place that action in queue to immediately trigger as soon as the GAC expires, but only one such action should be valid. For instance, quickly pressing LMB, LMB, 3 would start a light attack, queue another light attack, but then replace the un-triggered light attack in the queue with Skill 3.
Overall, I feel this would lead to a more fluid and elegant flow of combat, particularly in PvP, and result in significantly less "cultist spasms."
There is already a global cool down of 1 second between skills you can simply add a light attack and then a cancel afterwards but that's it and by which time you're into the second global cool down. As for queuing skills that kind of happens anyway if you time it right. As such, I'm unsure what you're wanting to be changed to be honest.
Kiithnaras wrote: »I personally wouldn't care if the animations get cancelled and overridden by other actions, but that a "skilled" player that abuses "approved" exploits like bar-swapping and roll-cancelling can easily double or triple the DPS or even burst-heals compared to the "casual scrub" is blindingly revolting.
DanBeatYou_xD wrote: »There is already a global cool down of 1 second between skills you can simply add a light attack and then a cancel afterwards but that's it and by which time you're into the second global cool down. As for queuing skills that kind of happens anyway if you time it right. As such, I'm unsure what you're wanting to be changed to be honest.
Leave DK wings reflect alone. MagDKs are already forced into melee range to use skills of any significance. And we still have no execute except Leap which is an ulti. Wings reflect is one of the skills that makes a DK playable and interesting. It isn’t a high DD class. It functions best in places where you can get right in the action and help your team. Wings reflect is huge in keeping you where you need to be. If you’re looking for redundant skills, getting rid of the magic reflection ability of Hardened/Volatile Armor would be a better compromise. The amount returned is minuscule anyways.