@ZOS_BrianWheeler the decision to scratch all of the changes due to the communities feedback is really nice and makes me looking forward to further off-cycle pts patches.
However I do think some of the changes should still make it to the live servers as they make the game better without huge or any drawbacks.
- scaling light and heavy attacks with your highest resource
There is surely someone Roleplay focused who wants to play a sword wielding sorcerer or a destro staff swinging stamina warden. Also in PvP this helps mainly magicka specs with running 1h+s (templar, DK, necromancer) and even helps bringing back meele magicka nightblade
- removal of the move speed penalty of heavy attacks
That's a straight buff for everyone and helps people in both PvE and PvP, both newer and experienced ones
- Reduced channel time for destruction staff and bows
This immensely helps magicka classes and closes a gap that has been in the game for a long time without making it overbearing.
- scaling of heavy attacks
This gives people a benefit for their actions without having a feeling of "losing" all effort because you had to stop the channel a milliseconds too early
The set changes outside of Molag Kena are good as they touch unused sets and make them much better.
The set changes outside of Molag Kena are good as they touch unused sets and make them much better.
- scaling light and heavy attacks with your highest resource
There is surely someone Roleplay focused who wants to play a sword wielding sorcerer or a destro staff swinging stamina warden. Also in PvP this helps mainly magicka specs with running 1h+s (templar, DK, necromancer) and even helps bringing back meele magicka nightblade
The set changes outside of Molag Kena are good as they touch unused sets and make them much better.
@ZOS_BrianWheeler the decision to scratch all of the changes due to the communities feedback is really nice and makes me looking forward to further off-cycle pts patches.
However I do think some of the changes should still make it to the live servers as they make the game better without huge or any drawbacks.
- scaling light and heavy attacks with your highest resource
There is surely someone Roleplay focused who wants to play a sword wielding sorcerer or a destro staff swinging stamina warden. Also in PvP this helps mainly magicka specs with running 1h+s (templar, DK, necromancer) and even helps bringing back meele magicka nightblade
- removal of the move speed penalty of heavy attacks
That's a straight buff for everyone and helps people in both PvE and PvP, both newer and experienced ones
- Reduced channel time for destruction staff and bows
This immensely helps magicka classes and closes a gap that has been in the game for a long time without making it overbearing.
- scaling of heavy attacks
This gives people a benefit for their actions without having a feeling of "losing" all effort because you had to stop the channel a milliseconds too early
The set changes outside of Molag Kena are good as they touch unused sets and make them much better.
@ZOS_BrianWheeler the decision to scratch all of the changes due to the communities feedback is really nice and makes me looking forward to further off-cycle pts patches.
However I do think some of the changes should still make it to the live servers as they make the game better without huge or any drawbacks.
- scaling light and heavy attacks with your highest resource
There is surely someone Roleplay focused who wants to play a sword wielding sorcerer or a destro staff swinging stamina warden. Also in PvP this helps mainly magicka specs with running 1h+s (templar, DK, necromancer) and even helps bringing back meele magicka nightblade
- removal of the move speed penalty of heavy attacks
That's a straight buff for everyone and helps people in both PvE and PvP, both newer and experienced ones
- Reduced channel time for destruction staff and bows
This immensely helps magicka classes and closes a gap that has been in the game for a long time without making it overbearing.
- scaling of heavy attacks
This gives people a benefit for their actions without having a feeling of "losing" all effort because you had to stop the channel a milliseconds too early
The set changes outside of Molag Kena are good as they touch unused sets and make them much better.
I intentionally left it out because it's the only set that sees good useage right now in PvP and its new effect is only a niche buff.
For spamming support ults bloodspawn is way better and it doesn't decrease the cost of bash, sprint, block or dodge which reduces its effectiveness further
Lughlongarm wrote: »100% agree, I also liked the different interactions with off-balance, it made of-balance feel like a real mechanic.
I intentionally left it out because it's the only set that sees good useage right now in PvP and its new effect is only a niche buff.
For spamming support ults bloodspawn is way better and it doesn't decrease the cost of bash, sprint, block or dodge which reduces its effectiveness further
It's old effect is very niche too.
Bloodspawn is very dependant on the number of sources that deals damage to you per second. In vSS sunspire it would perform worse than new kena, in PvP it may perform better... And how is decreasing the cost of bash sprint, block, or dodge bad? But whatever, we will see what happens on Monday.
I am sure that if they said that:
We are only doing this:
- LA damage nerfed by 30%
- LA returns some magicka
very few would have complained about that. I wouldn't have.
Skjaldbjorn wrote: »Lughlongarm wrote: »100% agree, I also liked the different interactions with off-balance, it made of-balance feel like a real mechanic.
You might like it on a dummy or in casual content, but speaking as a Stamden main, our core class spammable being chained to such a clunky, wonky mechanic as off-balance with no real visual indicator is probably the most cancerous change my class has endured since release.