KappaKid83 wrote: »Seeing a few answers being addressed as "combined with the overall desire to improve client and server performance, meant that some healing abilities which relied on layering or multi-casting needed to be changed.", is disheartening. It confirms that the servers can not handle the game and the skills within it. It is time to really address the servers before anything @ZOS_MattFiror, this is unacceptable.
There is something wrong here. You build a game and you do not give it the strengh necessary to go further so you just nerf it and downgrade it ??
ZOS_GinaBruno wrote: »Miscellaneous
Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
usmguy1234 wrote: »Ultimate cast time:
We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much.
So, are they implying that gcd doesn't work or that they don't have a clue how their game works?
I have no particular problem with the mini cast time on ultimates; you can adapt to timing and like that you can see them even if they kill you, but they are atrocious in lag -- which in Cyrodiil is always.
Lol, "Ultimates are too powerful" yet players can spec as a healer or tank and be COMPLETELY UNKILLABLE 1v1 REGARDLESS OF WHAT ULT THE DAMAGE BUILD USES.
Bunch of clueless roleplayers over at zenimax. Get your heads out of your asses and seek out some proper PVP feedback from people that have THOUSANDS of hours into it.
ZOS_GinaBruno wrote: »Surge feels a little underwhelming and difficult to trigger unless you’re using a healing staff. Are there any changes planned to improve the skill?
This morph is intended to be focused on healers, but we are aware of the desirability of Sorcery to other playstyles and are looking to address that in the future.
ZOS_GinaBruno wrote: »Surge feels a little underwhelming and difficult to trigger unless you’re using a healing staff. Are there any changes planned to improve the skill?
This morph is intended to be focused on healers, but we are aware of the desirability of Sorcery to other playstyles and are looking to address that in the future.
At least there is still some hope, imo adding Major Sorcery to the Critical Surge morph would resolve this.
The problem with AoE ground DoTs is that they are sensitive to positioning. Position poorly, and you wasted a cast. Enemies move out after a couple of ticks? You might as well have not casted it.ZOS_GinaBruno wrote: »What is the rationale behind reducing the damage of AoE ground DoTs?
AoE abilities should not do more damage than a single target ability on a single target. There should be a choice – if you are hitting more than 3 targets, AoE is the right choice. As it was before U23, AoE was always the right choice, in every situation.
ZOS_GinaBruno wrote: »
Surge feels a little underwhelming and difficult to trigger unless you’re using a healing staff. Are there any changes planned to improve the skill?
This morph is intended to be focused on healers, but we are aware of the desirability of Sorcery to other playstyles and are looking to address that in the future.
Learning to play takes even longer than meteor to land, and some seem to be permablocking that for some reason.Emma_Overload wrote: »usmguy1234 wrote: »Ultimate cast time:
We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much.
So, are they implying that gcd doesn't work or that they don't have a clue how their game works?
I think they're counting light attacks and bashes as well as spells and ultimates. Maybe procs and enchants, too.
Honestly, I have a hard time sympathizing with the grievances about cast times when:
1) Meteor takes forever to land and has a nice big visual warning.
2) Overload light attacks still move through the air like snowballs snowflakes.
3) Soul Assault only kills noobs, but still got nerfed into an even longer, weaker channel.
4) Storm Atronach takes a second to land, a couple seconds to start fighting, can be stunned (LOL) and can't even MOVE!
All this talk about "skilled play" is just biased prattle from stamina builds who have had it so easy for so long that they didn't realize the very mechanics of the game were tilted in their favor. Now that ZOS is finally making some itsy-bitsy tiny baby steps towards balance, all these guys are coming out of the woodwork to protest. No tears falling from my eyes!
Shokasegambit1 wrote: »Can somebody please direct me to the performance question and answer ?
I would presume somebody did ask this, as its an issue across all platforms for a long time now.
Or did this community of potatoes get bamboozled again for the 3 straight year. 😂