Elwendryll wrote: »
The fact that the skill isnt reliable at all is the problem here, not the 14% damage reduction. So if anything, the skill needs improvement to hit enemies more often. I personally stopped using it quickly because you often waste resources on casting it (enemies leve the range for a millisecond and it cancels itself for example). So instead of changing the damage, I think we should strive to make it more reliable so you can actually hit it more than once.
I genuinely wonder what the 200 ms reduction is supposed to do.
I use Wrecking Blow in PVE. So, does this mean now I can use light attacks 200ms sooner each time, or does this mean I can cast an other Wrecking Blow 200 ms faster?
Because in pve I don't have any issue landing it, it's fine as a spammable, the timing for weaving is quite tricky I would say, but that's it. On PTS I don't see the benefits of this 200 ms reduction, I don't see how it should benefit me in my rotation. Maybe that's the lag, maybe I just don't know what I should be looking for when comparing with live, but right now, in one minute, I have the same number of casts on live and PTS. And I use as many light attacks. So, my dps is just lower.
So, can you enlighten me on this 200 "post global" cooldown? I'm not quite sure I understand what it really is.
All cast time skills had a 0.2s window after them where you simply couldnt do anything. So anything you did afterwards started with a 0.2s delay. Now that window is gone, so you can fire a light attack or other skill immediately after WB is over for example. That is why it was reduced by 14% in damage, but increased by 16.6% in pace cause you can use it within 1s windows instead os 1.2s windows.
It was there for visual reasons so your character could finish the animation of the skill (or at least partially could). Beam skills retained a 0.1s window afterwards because otherwise it'd look really weird.
Elwendryll wrote: »On both the live and PTS server, I can hit 50 Wrecking Blow in 60 seconds. As if there were an effective channel time of 1.2 seconds whereas on PTS I "should" be able to hit 60 times as the extra 0.2 seconds are removed.
Chilly-McFreeze wrote: »
I disagree with this argument. You shouldn’t get extra damage just because the ability is hard to land in certain situations. If you have someone stuck in CC it is easy to land and you want extra damage for that? Additionally, this problem exists for all melee abilities with a cast time. Should all those abilities get a damage increase?
In certain situations? Its every situation except one, when both you and your enemy are standing still. That is not something that happens often.
So what, if i CC someone, and they dont have the stam to break free, then i shouldn't be able to have the extra damage? Because of that rare situation? Plus its the other players fault for not having the sustain to CC break, because most of the time people will not just sit in the CC..
There are a few problems overall that are highlighted with this nerf. Zos is out of touch with the game and how different certain abilities are. Blanket changes to try to get balance is not a good idea. Not all skills are equal and not all classes are equal. And performance plays a massive role in how this skill works, so not all platforms and play styles (pvp vs pve) are equal. Some suffer more from zos' terrible game performance (like console and pvp)..
Zos has a problem with indirectly nerfing things little by little. Death by a thousand cuts. They have done this with small scale pvp. All their nerfs and changes over the years have put solo/small scale in the gutter. But they've also done it with stam sorc by changing the few things we utilize and never buffing the class.. Instead of buffing classes that need it they choose nerf other classes and abilities. This change will just be another strike against a class with very little at its disposal, and an ability that is already extremely hard to use in the current state of this game.
So if it’s the other person’s fault for not having the sustain to break free then it’s equally your fault for not being able to land the ability.
lol no thats not the same thing. It scares me that the devs might think llike you do. If you cannot sustain it is a flaw iin your build. Thats not the same as an ability canceling itself when people move, thats the design of the ability its nothing to do with me. Its a *** design but the only thing some of us have, and reducing the damage makes it works.
Chilly-McFreeze wrote: »
I spend most of my time in PVP. Dizzy swing got nearly identical nerf as lethal arrow/focused aim. Not really that much damage loss on dizzy swing if you think about it. Also who still uses dizzy? It's 2019 lol
I really think this is a terrible idea for a couple reasons. First up is that I am a stam sorc main and this is going to be another indirect nerf to one of the very few playstyles stam sorc has. Stam sorc is in need of some buffs that seem to never come, especially a real damage skill. In fact we seem to get indirectly nerfed more often than not. Using uppercut in rapid succession is not possible, most of the time. Player movement cancels this ability most of the time. And since we have no class spam-able uppercut is what we have on a 2h build.
The second is pretty similar to what i just wrote. You cannot use this ability, reliably, in rapid succession like you can with something like snipe. You cannot.There is no 6% damage increase. Just a 14% damage nerf. The abilities are as different as night and day, except for the cast time. And testing in duels i got the same results as I thought i would. You cannot reliably spam it, on certain classes like stam sorc you have no reliable ability to spam with it, and a 14% damage loss is huge.
Please for once can we try to just give the ability its tiny little buff and not nerf it? Maybe throw it on the PTS with the post global removed but the damage the same? It is a mistake..
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. Note this will result in a 6% overall DPS increase when used in quick succession.
Post global cooldownRemoved the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GregoryV @ZOS_Gilliam @ZOS_GregoryV @ZOS_RichLambert
https://forums.elderscrollsonline.com/en/discussion/471538/stam-sorcs-seriously-need-some-changes#latestOh yeah it was us that told them to do so. And dizzying swing was not nerfed, since you can light attack quicker afterwards it received a buff to burst damage too. And how was shrouded nerfed?
We have a dedicated stamsorc pvp player among us, I play stamsorc in pve regularly and if you read our meeting notes ever you'll notice that we've been telling them to give stamsorc love for a year now.
I still wonder how so many players still dont know how the program actually works. We are consultants at best, and we take no decisions whatsoever. We are there to gather feedback from the community and deliver it to them in a concise manner.
But scapegoating us is with an uninformed post is probably easier than reading meeting notes and trying to understand how the program works. Please inform yourself before posting something like this.
Not sure why you linked this but im assuming this is a class rep? Either way its good to know they are telling them stam sorc needs attention. I dont blame thee class reps but who is the dedicated stam sorc class rep?
And regardless it is a nerf. I dont care if you can light attack faster or whatever, its not reliable in pvp. Certainly not with 2 competent players moving around, and certainly not with the current game performance. It is 100% a nerf.
The fact that the skill isnt reliable at all is the problem here, not the 14% damage reduction. So if anything, the skill needs improvement to hit enemies more often. I personally stopped using it quickly because you often waste resources on casting it (enemies leve the range for a millisecond and it cancels itself for example). So instead of changing the damage, I think we should strive to make it more reliable so you can actually hit it more than once.
I disagree with this argument. You shouldn’t get extra damage just because the ability is hard to land in certain situations. If you have someone stuck in CC it is easy to land and you want extra damage for that? Additionally, this problem exists for all melee abilities with a cast time. Should all those abilities get a damage increase?
In certain situations? Its every situation except one, when both you and your enemy are standing still. That is not something that happens often.
So what, if i CC someone, and they dont have the stam to break free, then i shouldn't be able to have the extra damage? Because of that rare situation? Plus its the other players fault for not having the sustain to CC break, because most of the time people will not just sit in the CC..
There are a few problems overall that are highlighted with this nerf. Zos is out of touch with the game and how different certain abilities are. Blanket changes to try to get balance is not a good idea. Not all skills are equal and not all classes are equal. And performance plays a massive role in how this skill works, so not all platforms and play styles (pvp vs pve) are equal. Some suffer more from zos' terrible game performance (like console and pvp)..
Zos has a problem with indirectly nerfing things little by little. Death by a thousand cuts. They have done this with small scale pvp. All their nerfs and changes over the years have put solo/small scale in the gutter. But they've also done it with stam sorc by changing the few things we utilize and never buffing the class.. Instead of buffing classes that need it they choose nerf other classes and abilities. This change will just be another strike against a class with very little at its disposal, and an ability that is already extremely hard to use in the current state of this game.
So if it’s the other person’s fault for not having the sustain to break free then it’s equally your fault for not being able to land the ability.
lol no thats not the same thing. It scares me that the devs might think llike you do. If you cannot sustain it is a flaw iin your build. Thats not the same as an ability canceling itself when people move, thats the design of the ability its nothing to do with me. Its a *** design but the only thing some of us have, and reducing the damage makes it works.
It is your fault if you can't figure out that you have to move with the person. I have abilities that miss all the time because someone moves but I'm not in the forums crying about it.
If the skill is that bad now maybe it is time for you to change your skills. I hear that cleave is hitting pretty hard now. Changes happen and you have to adjust.
Elwendryll wrote: »
The fact that the skill isnt reliable at all is the problem here, not the 14% damage reduction. So if anything, the skill needs improvement to hit enemies more often. I personally stopped using it quickly because you often waste resources on casting it (enemies leve the range for a millisecond and it cancels itself for example). So instead of changing the damage, I think we should strive to make it more reliable so you can actually hit it more than once.
I genuinely wonder what the 200 ms reduction is supposed to do.
I use Wrecking Blow in PVE. So, does this mean now I can use light attacks 200ms sooner each time, or does this mean I can cast an other Wrecking Blow 200 ms faster?
Because in pve I don't have any issue landing it, it's fine as a spammable, the timing for weaving is quite tricky I would say, but that's it. On PTS I don't see the benefits of this 200 ms reduction, I don't see how it should benefit me in my rotation. Maybe that's the lag, maybe I just don't know what I should be looking for when comparing with live, but right now, in one minute, I have the same number of casts on live and PTS. And I use as many light attacks. So, my dps is just lower.
So, can you enlighten me on this 200 "post global" cooldown? I'm not quite sure I understand what it really is.
All cast time skills had a 0.2s window after them where you simply couldnt do anything. So anything you did afterwards started with a 0.2s delay. Now that window is gone, so you can fire a light attack or other skill immediately after WB is over for example. That is why it was reduced by 14% in damage, but increased by 16.6% in pace cause you can use it within 1s windows instead os 1.2s windows.
It was there for visual reasons so your character could finish the animation of the skill (or at least partially could). Beam skills retained a 0.1s window afterwards because otherwise it'd look really weird.
Uppercut nerf is a terrible idea
Dark Flare nerf is a terrible idea
Surprise Attack nerf is a terrible idea
Edit: I don't care about pve, but these changes directly ruin PvP for builds using these abilities.
I can keep going but I don't think ZOS gives a damn. They didn't care in 2013 during the beta regarding our feedback, they still don't.
cpuScientist wrote: »I really think this is a terrible idea for a couple reasons. First up is that I am a stam sorc main and this is going to be another indirect nerf to one of the very few playstyles stam sorc has. Stam sorc is in need of some buffs that seem to never come, especially a real damage skill. In fact we seem to get indirectly nerfed more often than not. Using uppercut in rapid succession is not possible, most of the time. Player movement cancels this ability most of the time. And since we have no class spam-able uppercut is what we have on a 2h build.
The second is pretty similar to what i just wrote. You cannot use this ability, reliably, in rapid succession like you can with something like snipe. You cannot.There is no 6% damage increase. Just a 14% damage nerf. The abilities are as different as night and day, except for the cast time. And testing in duels i got the same results as I thought i would. You cannot reliably spam it, on certain classes like stam sorc you have no reliable ability to spam with it, and a 14% damage loss is huge.
Please for once can we try to just give the ability its tiny little buff and not nerf it? Maybe throw it on the PTS with the post global removed but the damage the same? It is a mistake..
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. Note this will result in a 6% overall DPS increase when used in quick succession.
Post global cooldownRemoved the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GregoryV @ZOS_Gilliam @ZOS_GregoryV @ZOS_RichLambert
https://forums.elderscrollsonline.com/en/discussion/471538/stam-sorcs-seriously-need-some-changes#latestOh yeah it was us that told them to do so. And dizzying swing was not nerfed, since you can light attack quicker afterwards it received a buff to burst damage too. And how was shrouded nerfed?
We have a dedicated stamsorc pvp player among us, I play stamsorc in pve regularly and if you read our meeting notes ever you'll notice that we've been telling them to give stamsorc love for a year now.
I still wonder how so many players still dont know how the program actually works. We are consultants at best, and we take no decisions whatsoever. We are there to gather feedback from the community and deliver it to them in a concise manner.
But scapegoating us is with an uninformed post is probably easier than reading meeting notes and trying to understand how the program works. Please inform yourself before posting something like this.
Not sure why you linked this but im assuming this is a class rep? Either way its good to know they are telling them stam sorc needs attention. I dont blame thee class reps but who is the dedicated stam sorc class rep?
And regardless it is a nerf. I dont care if you can light attack faster or whatever, its not reliable in pvp. Certainly not with 2 competent players moving around, and certainly not with the current game performance. It is 100% a nerf.
The fact that the skill isnt reliable at all is the problem here, not the 14% damage reduction. So if anything, the skill needs improvement to hit enemies more often. I personally stopped using it quickly because you often waste resources on casting it (enemies leve the range for a millisecond and it cancels itself for example). So instead of changing the damage, I think we should strive to make it more reliable so you can actually hit it more than once.
Well that's the thing though. It has been well reported that the skill is hard to hit, nothing has really been done to fix that, .1 seconds off does not change that the .2miliseconds off the end makes it easier to que up the second or another ability however the first crucial dizzy is still going to be just as hard to hit, HOWEVER instead of making it easier to hit the damage is reduced.
So next patch as it currently stands the damage on an already bad hard to land skill will be reduced. This is a problem. When the answer to years of feedback on the skills useage is to Nerf the damage it's a problem. The damage Nerf is a new problem added on to the unreliability. If the damage Nerf came with a fix to the original problem that would be one thing but it sadly does not.
So instead of changing the damage, I think we should strive to make it more reliable so you can actually hit it more than once. Is correct and right on the money!
I disagree with this argument. You shouldn’t get extra damage just because the ability is hard to land in certain situations. If you have someone stuck in CC it is easy to land and you want extra damage for that? Additionally, this problem exists for all melee abilities with a cast time. Should all those abilities get a damage increase?
.....
There are a few problems overall that are highlighted with this nerf. Zos is out of touch with the game and how different certain abilities are. Blanket changes to try to get balance is not a good idea. Not all skills are equal and not all classes are equal. And performance plays a massive role in how this skill works, so not all platforms and play styles (pvp vs pve) are equal. Some suffer more from zos' terrible game performance (like console and pvp)..
Zos has a problem with indirectly nerfing things little by little. Death by a thousand cuts. They have done this with small scale pvp. All their nerfs and changes over the years have put solo/small scale in the gutter. But they've also done it with stam sorc by changing the few things we utilize and never buffing the class.. Instead of buffing classes that need it they choose nerf other classes and abilities. This change will just be another strike against a class with very little at its disposal, and an ability that is already extremely hard to use in the current state of this game.
I disagree with this argument. You shouldn’t get extra damage just because the ability is hard to land in certain situations. If you have someone stuck in CC it is easy to land and you want extra damage for that? Additionally, this problem exists for all melee abilities with a cast time. Should all those abilities get a damage increase?
.....
There are a few problems overall that are highlighted with this nerf. Zos is out of touch with the game and how different certain abilities are. Blanket changes to try to get balance is not a good idea. Not all skills are equal and not all classes are equal. And performance plays a massive role in how this skill works, so not all platforms and play styles (pvp vs pve) are equal. Some suffer more from zos' terrible game performance (like console and pvp)..
Zos has a problem with indirectly nerfing things little by little. Death by a thousand cuts. They have done this with small scale pvp. All their nerfs and changes over the years have put solo/small scale in the gutter. But they've also done it with stam sorc by changing the few things we utilize and never buffing the class.. Instead of buffing classes that need it they choose nerf other classes and abilities. This change will just be another strike against a class with very little at its disposal, and an ability that is already extremely hard to use in the current state of this game.
I agree with this 100%
Typical_T_ReX wrote: »Of all things to get nerfed I never expected one of the clunkiest, least used, least rewarding, and most forgotten skill to get nerfed.
Mettaricana wrote: »I disagree with this argument. You shouldn’t get extra damage just because the ability is hard to land in certain situations. If you have someone stuck in CC it is easy to land and you want extra damage for that? Additionally, this problem exists for all melee abilities with a cast time. Should all those abilities get a damage increase?
.....
There are a few problems overall that are highlighted with this nerf. Zos is out of touch with the game and how different certain abilities are. Blanket changes to try to get balance is not a good idea. Not all skills are equal and not all classes are equal. And performance plays a massive role in how this skill works, so not all platforms and play styles (pvp vs pve) are equal. Some suffer more from zos' terrible game performance (like console and pvp)..
Zos has a problem with indirectly nerfing things little by little. Death by a thousand cuts. They have done this with small scale pvp. All their nerfs and changes over the years have put solo/small scale in the gutter. But they've also done it with stam sorc by changing the few things we utilize and never buffing the class.. Instead of buffing classes that need it they choose nerf other classes and abilities. This change will just be another strike against a class with very little at its disposal, and an ability that is already extremely hard to use in the current state of this game.
I agree with this 100%
Zos has the uncanny ability to buff one thing then counter producive nerf another aspect to maoe sure that buff means nothing like they'll buff wrecking by 50% then cut all the skill passives in half or reduce two hander wep base dmg invalidatin the buff in the first place...
Typical_T_ReX wrote: »Of all things to get nerfed I never expected one of the clunkiest, least used, least rewarding, and most forgotten skill to get nerfed.
From what happened with the NB ult buff, i can say i have lost all hope for the devs. No one who actually plays this game can come to the conclusion this change makes sense. They don't consider anything when buffing and nerfing. The whole NB silence ult fiasco is a clear sign the can't think beyond the stats of a skill. What follows after that , what situations it works in and in what not , they don't care. As long as magsorc and NBs are happy they won't bother to move a muscle . Hell NBs right now, are getting more attention by the devs than necromancer is lol. Getting real tired of this game for real.