What are people's thought on the 14% damage reduction to wrecking blow? 1 sec cast vs 1.1 doesn't seem like a massive difference, on the other hand 14% does, no?
It so hard to land in pvp that i feel like the damage should stay same regardless of cast time especially since i never saw anybody use it in pve.
Ragnarock41 wrote: »As a stamDk I am very happy for the weapon spammable buffs. Now if the vision for this class is to use weapon abilities, then please remember that when reworking class passives. This whole "poison knight" theme never truly worked and I would honestly prefer class passives that enchant on weapon skills rather than poison ones. I'm sure you guys can do something more creative than %25 poison cost reduction, which lost its meaning due to claw spammable not being a thing anymore.
So far I'm happy with the direction of this patch. If this sounds like I'm complaining , I'm not. This might be the best patch since one tamriel.
Hopefully they change the poison cost reduction to a increase in physical damage.
ZOS_GinaBruno wrote: »This is the official feedback thread for current class balance and the class ability audit in this update. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Specific feedback that the team is looking for includes the following:
- Are there any changes you feel are against the spirit of the class?
- Are you able to weave abilities better or worse in this Update?
- Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
- Do you feel we addressed abilities that in the past year have been over or under performing?
- Do you have any other general feedback?
Uppercut: Reduced the damage dealt from this ability and its morphs by 14% to make up for the removal of the post global noted above.
Snipe:
Reduced the cast time of this ability and its morphs to 1 second from 1.1 seconds.
Reduced the damage dealt by 25% to make up for the removal of the post global noted earlier.
Increased the travel speed of the arrow to put it in line with other projectiles.
Solar Flare:
Reduced the cast time from this ability and the Dark Flare morph to 1 second from 1.1 seconds.
Increased the travel speed to match other projectiles.
Reduced the damage by approximately 37% to make up for the fact that it can be cast more frequently.
Reduced base cost from to 2970 Magicka from 3240
devildog13_93 wrote: »Okay I did some small math on food
If the 15% loss is applied to gold food
Starting 3724 health, 3458 resource
Ending 3165.4 health, 2939.3 resource
Purple food 10%
starting 3511 health 3192 resource
Ending 3159.9 health 2872.8 resource.
True the recovery stays the same but then what's the point for CWCF or ATB??
It takes 5 pearl to get 4 food, its crazily priced and hard to get, and roe is the same way, the price AMD RNG of 100 fish give or take makes it pointless to use just for health recovery. @ZOS_GinaBruno @ZOS_Gilliam @ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert
CP is a crutch for people who can’t sustain and want to be "tanky" so they aren’t immediately punished for making mistakes.
Why are we buffing the gap closer snare again? It's totally fine the way it is on Live. If somebody wants to try to Take Flight from 28 meters away or spam Crit Rush at a mounted player, that should come with a strong likelihood of missing. And we all remember how abusive it was to be able to lock people down with unavoidable gap closer snares!
Arctic Blast still needs some damage.
Sun Shield/Radiant Ward would be more awesomer with the highest-stat scaling mechanic (a la Flames of Oblivion).
Eclipse and morphs - you could reduce the damage/healing by another 25% and remove the lame CC interaction entirely. Just make it a nice conditional DOT+HOT that doesn't monkey with CC opportunity.
Incapacitating Strike only applies Minor Mangle as long as the stun lasts? That's basically useless. Break-free is instant.
I could be wrong but the Uppercut and Dark Flare damage nerfs seem a little heavy-handed based on only a fractional animation adjustment...
templar gutted. Invest in warden/DK/necro OP now.
ZOS_GinaBruno wrote: »This is the official feedback thread for current class balance and the class ability audit in this update. After you have a chance to try out different combat scenarios, let us know what you think of the current balance. Specific feedback that the team is looking for includes the following:
- Are there any changes you feel are against the spirit of the class?
I feel that Dark Cloak change (Heal) was a too big nerf. The minor protection is mediocre at best, and it was a decent mix of hot/burstheal before. You should revert what, and let teammates gain minor protection from it. Thanks. This would increase the viability of Nb Tanks- Are you able to weave abilities better or worse in this Update?
Coming from europe, its hard to tell with the pts ping.- Do you feel your class is stronger, weaker, or relatively the same with the standardization pass on class abilities?
As a NB Tank: Weaker in terms of survivability, better in Terms of utility (Teleport strike adding minor vuln and a somewhat root with fear)- Do you feel we addressed abilities that in the past year have been over or under performing?
50% maybe. NB Tanks still miss a defensive buff for the team but at least we have a chance to get minor vulnability, how viable it is in teleport strike as a tank we need to test it. DPS wont slot it in pve.- Do you have any other general feedback?
Dark Cloak should return to Wrathstone state.
Shade needs to spin on a reliable pattern, and not rng based to make it an alternative to heroic slash.
NB´s still dont provide any synergy to the grp that is NOT bound to an ultimate.
Ressource Sustain as a Tank is still a hard struggle for some nb Tanks.
Healing path needs to provide more stuff (like increase the heal, make it a hot that u can carry around, should be an big arc like twisting path to give any support to the grp. Right now its kinda limiting with the line that u cast.
Surprise attack/concealed weapon: each should give a debuff, SA = Fracture CW=Breach
Free mark from the Major armor debuffs and add minor berserk if attacking a Marked Target (so that it works like engulfing for example) Mark is rarely used anyway. In grp content or soloplay theres no need to use it. Make it something special.
Grim Focus: Rlyx, healing for a ability used by dd´s? Remove the heal, and add something a dd can benefit from, either selfbuff or for the grp when the bow is fired.
Power Extraction: Lackluster compared to the Magicka version wich heals,does dmg and grants major sorcery.
Power Extraction only does a bit more dmg, and grants major brutality. Get rid of the bit more dmg, and add something usefull since it will never be a competitor to whirlwind.