I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
I really like the changes to single-target and AoE-Dots, looks really nice.
But i'm kinda surprised to the changes to healing skills and executioner...Executioner did not need a buff imo...but we'll see how it looks like in the end
The problem isn't executioner itself, but the other morph. Reverse slash is much more effective, because you also deal the bonus damage to enemies which have more than 50% health.
But instead of balance reverse slash, they buff executioner.
Pretty good changes, and yeah, survivability was too much in PvP. As for PvE (before any of you people with a *** for PvE tell me to clear vHoF), perhaps if things are too difficult in terms of healing they could look at balancing the dungeons/trials instead of abilities. With PvP they HAVE to adjust the skills when it comes to balancing because both you, and your enemy use them. When you're fighting AI you don't have to worry about that, so you can just balance the environment instead.
I fully agree with the OP, these patch notes seem to have been done by people who actually play and see the problems. Love most of the changes and fully hope that ZoS don't give in to the inevitable whiners. TY ZoS for once
Those will be the first PTS notes for more than a year that I mainly appreciate.
There are some pain points left, of course, and there will be winners and losers, of course (my Pet Sorc will lose, but I think rightly so),
but they did listen to their player base this time. Of course, the solutions they came up with won´t please everyone, but at least they tried.
Pretty good changes, and yeah, survivability was too much in PvP. As for PvE (before any of you people with a *** for PvE tell me to clear vHoF), perhaps if things are too difficult in terms of healing they could look at balancing the dungeons/trials instead of abilities. With PvP they HAVE to adjust the skills when it comes to balancing because both you, and your enemy use them. When you're fighting AI you don't have to worry about that, so you can just balance the environment instead.
Pretty good changes, and yeah, survivability was too much in PvP. As for PvE (before any of you people with a *** for PvE tell me to clear vHoF), perhaps if things are too difficult in terms of healing they could look at balancing the dungeons/trials instead of abilities. With PvP they HAVE to adjust the skills when it comes to balancing because both you, and your enemy use them. When you're fighting AI you don't have to worry about that, so you can just balance the environment instead.
Sure, yes, that's an option. Nerf all the healing and then nerf all the heal checks in PvE. But then that begs the question, what's the point of a healer?
This is why the game needs a separate PvE/PvP balance. In PvP, you don't always have a healer. In 1v1, you don't have a dedicated healer. If you're in a BG, you often don't get a dedicated healer. So people rely on self-healing and damage levels are such that, in evenly-matched fights, people can get by without a healer.
Which is why once you introduce dedicated healers in PvP, the power balance shifts so much. A lot of PvPers cry about healing being too powerful because of this. Add a good dedicated healers to coordinated groups, and they become almost unstoppable.
But in PvE, you're supposed to have a dedicated healer. It's that whole MMO trinity thing. And to encourage that, there are heal-check mechanics that you need healers for and can't self-sustain through.
So here's the problem: Make healers strong, and they tip the scales of balance in PvP. Make healers weak, and then you either fail heal-check mechanics in PvE or get heal-checks that are so watered down that there's no need for a healer (e.g., look at the final boss "heal check" in Fungal Grotto II).
Balancing PvE and PvP together will never work. PvE you're dealing with enemies that cannot react and cannot think. PvE, you're designing content for the MMO role trinity. It's two fundamentally different worlds, and this continued insistence that they be treated as a coherent whole is just foolish hubris on the part of ZOS.
I had to read these changes twice I just couldn't believe them...
What about the average player base trying to progress in vet trials?
Are we just supposed to stop doing what we like because we are simply being forced out of content we are getting close on due to nerfs?
These are simply some of the dumbest and worst changes done since console release.
I really can only sit here in disbelief...