Joinovikova wrote: »They basicly hit heal and deff options .. it will be now one combo hit game lets see but i afraid we will missed the old game
Icy_Waffles wrote: »Stonekeeper was nerfed way too hard.
Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?
The across the board nerfs to critical restistance will be the most impactful.
Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....
15/45% movement speed in/out of combat. Hello swift meta redux.
Winters respite, even more passive cross healing for zergs.
Stuhn's Favor, set off balance and 13000 penetration
Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.
Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?
The across the board nerfs to critical restistance will be the most impactful.
Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....
15/45% movement speed in/out of combat. Hello swift meta redux.
Winters respite, even more passive cross healing for zergs.
Stuhn's Favor, set off balance and 13000 penetration
Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.
KurtAngle2 wrote: »Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine
KurtAngle2 wrote: »Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine
Alternatively, the dwemer automaton can smartly detect which resource is lowest as a percent and always trigger on whatever resource is lowest. If your health is 50%, magicka 60%, and stamina 80%, it triggers red beam. If your health is 90%, magicka 30%, and stamina 80% it trigger magicka beam. Etc.
Just an idea, at any rate.
dcam86b14_ESO wrote: »This makes me sad
Impregnable Armor: This set now grants 1650 Critical Resistance, down from 2000.
this kind of makes up for it
Chokethorn:
This set now heals for 24409 health over 6 seconds, rather than 19565 health over 4 seconds.
Increased the proc chance to 15%, up from 10%.
Reduced the range of the beam from 28 meters to 15 meters in order to help introduce more counterplay with its stronger heal.
Sentinel of Rkugamz:
Removed the proc chance from this set.
Reduced the tick count of the heal and resource restore by 1.
Increased the Magicka and Stamina restore to 125 per tick, up from 115.
KurtAngle2 wrote: »Engine Guardians needs a bit more regen now, going from 1200 to 500 RANDOMLY restored resource is too low. Make it 800 and it's fine
Alternatively, the dwemer automaton can smartly detect which resource is lowest as a percent and always trigger on whatever resource is lowest. If your health is 50%, magicka 60%, and stamina 80%, it triggers red beam. If your health is 90%, magicka 30%, and stamina 80% it trigger magicka beam. Etc.
Just an idea, at any rate.
Dont forget the critical resistance nerf. The damage will be really high next patch.
BaiterOfZergs wrote: »Bloodspawn I can see simply because it is all anyone ran. EG was more niche. So who cares?
The across the board nerfs to critical restistance will be the most impactful.
Some of the mythic items though!...450 stam regen for being 50% or less magicka? Massive, easy, no penalty, permanent regen for stam builds. More of a penalty on the magicka side, but dark conversion yourself below 50% stamina.....
15/45% movement speed in/out of combat. Hello swift meta redux.
Winters respite, even more passive cross healing for zergs.
Stuhn's Favor, set off balance and 13000 penetration
Spell parasite, 252 mag regen, but probably already irrelevant due to changes to AmberPlasm and the new eternal vigor set.
Bloodspawn was the most well balanced so it was desirable because it was flexible.
There’s a lot of weird changes in this update. Certain things got buffed then you see sets getting heal buffs and random sets getting damage nerfs. Just look at aberplasm change, what is that about?
Im thinking I go from medium or light with Bloodspawn to Heavy with
Balorg:
This set now grants Weapon and Spell Damage equal to the amount of Ultimate spent, rather than double the amount spent. It now also grants Physical and Spell Penetration equal to 23 times the amount spent.
Increased duration of bonuses to 12 seconds, up from 10.
RIP Symphony. It was nice to have a useful monster set for healers for once.
BaiterOfZergs wrote: »
RIP Symphony. It was nice to have a useful monster set for healers for once.
Zaan looks to be....crazy strong. It was arguably the best dmg monster set already..