.count_dingo wrote: »Dark_Lord_Kuro wrote: »Never used rapid in 5 years on 18 characters cant be that useful
I've never used this skill so it's not useful? That's some cool logic there.
I don't think it is universally useful, or used, either. It would be interesting to find out from ZOS how many people actually have Rapid slotted. I only use it in Cyrodiil. It never makes the cut in my builds outside of there. I rarely see anyone using it outside of Cyrodiil. I see mainly everyone use it in Cyrodiil. My perception is that it is not used that much outside of Cyrodiil.
All 36 characters of mine have it slotted when doing writs.
95%+ of the time I'm doing overland content, I have rapids on my bar to run from place to place.
Only time I don't have it slotted is when I'm doing Dungeons/Trials/BGs
.count_dingo wrote: »Dark_Lord_Kuro wrote: »Never used rapid in 5 years on 18 characters cant be that useful
I've never used this skill so it's not useful? That's some cool logic there.
I don't think it is universally useful, or used, either. It would be interesting to find out from ZOS how many people actually have Rapid slotted. I only use it in Cyrodiil. It never makes the cut in my builds outside of there. I rarely see anyone using it outside of Cyrodiil. I see mainly everyone use it in Cyrodiil. My perception is that it is not used that much outside of Cyrodiil.
All 36 characters of mine have it slotted when doing writs.
95%+ of the time I'm doing overland content, I have rapids on my bar to run from place to place.
Only time I don't have it slotted is when I'm doing Dungeons/Trials/BGs
Hmm. Ok.
I see people farming. I have been known to hunt bots, so I definitely see people farming. Most of the farmers I see are not using Rapid. That is hardly a global statement, so keep that in mind. I can only speak to what I observe.
My guess is that they want something that is always on, rather than something they have to recast every few seconds. Personally, I use gear for speed, so I am liking the new Wild Hunt ring.
Rapids are very desirable too, esp. for new characters that haven't leveled up horse speed.Additionally, we are moving Vigor to the first slot in the skill line to help players acquire a highly desired ability much sooner. With this change, simply completing the introduction to Cyrodiil quest will award you enough Alliance points and Rank in the skill lines to unlock Vigor.
Wouldn't it be much easier to change the requirements for Vigor from Assault 5 to Assault 2?
Just move vigor to support since its healing ability anyways.
That way rapids could remain assault 2 and vigor could be support 2
ZOS_GinaBruno wrote: »Hi everyone! Today, we’d like to present what we’re focusing on regarding combat changes for Update 27. As always, be aware these are just the current proposed adjustments and are subject to change during the upcoming PTS cycle. With the ongoing focus on overall server/client performance for combat, we are continuing the audit on item sets. For this round, we are continuing the item set adjustments we started in Update 26, and as you’ve come to expect with DLCs, there will also be several new sets to acquire from the new dungeons.
We are also doing some class adjustments from long standing player requests and outliers. As a reminder, we are currently addressing class abilities on a singular basis and not as a whole package just yet. This means larger Class reworks are not in the cards in this update, but other adjustments will be made to help with server/client performance and functionality that may be missing in various class kits.
Performance:
Last year, we started the process of adjusting abilities to be more performant on the server/client and ensuring they follow standards to eliminate over or under performing situations. In U26, we applied standards and these performance adjustments to Monster Helms and Arena Weapons. In U27, we are continuingthat long process by conforming most of the remaining item sets. As an example of performance adjustments, many “proc chances” are being removed and will now apply on specific triggers with a timer. As such, to have the ability conform to standards, the effect of that proc will be adjusted to be stronger or weaker depending on the timer and trigger condition.
Below are a couple examples of some item sets we plan to adjust with these goals in mind:These types of changes will be retroactive, and you won’t need to re-farm gear for these adjustments.
- Performance-related example
- Trial By Fire: This set will no longer grant Resistances to a unique type of damage category, such as Flame or Poison, for a short duration after being hit. Instead, it will grant your Armor while under the effects of any Elemental Status Effect, such as Burning or Poisoned.
- Standardization-related example
- Armor of the Veiled Heritance: This set will grant 516 Weapon Damage after interrupting a target, up from 400. This set will also permanently increase the damage of your Bash attacks by 516.
Classes & Skills:
Each Class will be receiving some minor adjustments based on the need for performance adjustments, feedback received, or emergent concerns over the past year. This includes adjustments to active abilities and passives, in certain cases. Again, these are not whole sale changes to an entire skill line when it comes to Class adjustments, only individual abilities.
A good example of this is the adjustments being made to the Necromancer skill Grave Grasp. Currently, this skill shot isn’t seen as very useful and is the least used ability in the Necromancer kit. We are adjusting the ability to be more performant with a slight change in functionality so it will still use 3 areas, but each area will have escalating values of crowd control starting from snare to stun.
Additionally, we are moving Vigor to the first slot in the skill line to help players acquire a highly desired ability much sooner. With this change, simply completing the introduction to Cyrodiil quest will award you enough Alliance points and Rank in the skill lines to unlock Vigor.
Thank you all for reading this preview, and again, the combat team is continuing our focus on performance adjustments, continuing the audit process, and making individual ability adjustments to address long-standing player concerns. We look forward to having everyone playtest these changes and on the PTS next week, and reading your feedback when it launches!
Ragnarock41 wrote: »Ah yes, necromancer buffs. We've all been desperately waiting for this.
YandereGirlfriend wrote: »Ragnarock41 wrote: »Ah yes, necromancer buffs. We've all been desperately waiting for this.
To be fair, that skill is total garb at the moment and that's not great to have such a black hole of uselessness on any skill for any class.
Do other classes need buffs more urgently, yes. But GG definitely needed improvement.
Frankieluv14 wrote: »If you don’t use the Rapid Riding Assist addon rapids might not seem as helpful, which is understandable. It takes up a combat slot space that you have to switch out, yadda, yadda why would I do that? That sort of thinking. Personally I would rather farm for vigor than for rapids since in the 4.5 years I’ve been playing horse simulator is just as boring as it’s always been. Can you imagine the pain of horse simulator, farming enough AP to reach level five? The AP farmers are going to have a field day. It’ll be like shooting fish in a barrel. 😱
Being optimistic I see... If the last 2 yeae has told me anything it is telling me that nbd will be nerfed again.... Seems the zos way of doing thingsSo dk gets his Stam whip?
Magsorc gets sta/magspamable?
Nb gets purge back and speedbuff on a useful skill?
Wonder what the classrework in the future will bring.
Strider__Roshin wrote: »Unless they remove cast times from instant cast Ultimates like incap I could really care less.
Ragnarock41 wrote: »Strider__Roshin wrote: »Unless they remove cast times from instant cast Ultimates like incap I could really care less.
I think that ship has sailed many moons ago.
Is nobody concerned about the "outliers" part of this text?
This screams more streamlining to me and like the last special and unique abilities being burned down.
YandereGirlfriend wrote: »Ragnarock41 wrote: »Ah yes, necromancer buffs. We've all been desperately waiting for this.
To be fair, that skill is total garb at the moment and that's not great to have such a black hole of uselessness on any skill for any class.
Do other classes need buffs more urgently, yes. But GG definitely needed improvement.
Nevermind skills like Hardened Armor or Igneous shield that give less than 1k shield in PvP, better immediatly rush to the aid of poor p2w necro. KEKW
Seriously. I hope there's a LOT of improvements to all classes and not just the p2w duo.
.count_dingo wrote: »Dark_Lord_Kuro wrote: »Never used rapid in 5 years on 18 characters cant be that useful
I've never used this skill so it's not useful? That's some cool logic there.
I don't think it is universally useful, or used, either. It would be interesting to find out from ZOS how many people actually have Rapid slotted. I only use it in Cyrodiil. It never makes the cut in my builds outside of there. I rarely see anyone using it outside of Cyrodiil. I see mainly everyone use it in Cyrodiil. My perception is that it is not used that much outside of Cyrodiil.
Frankieluv14 wrote: »If you don’t use the Rapid Riding Assist addon rapids might not seem as helpful, which is understandable. It takes up a combat slot space that you have to switch out, yadda, yadda why would I do that? That sort of thinking. Personally I would rather farm for vigor than for rapids since in the 4.5 years I’ve been playing horse simulator is just as boring as it’s always been. Can you imagine the pain of horse simulator, farming enough AP to reach level five? The AP farmers are going to have a field day. It’ll be like shooting fish in a barrel. 😱
Nevermind skills like Hardened Armor or Igneous shield that give less than 1k shield in PvP, better immediatly rush to the aid of poor p2w necro. KEKW
Seriously. I hope there's a LOT of improvements to all classes and not just the p2w duo.
StamDK>Magnecro so StamDK is P2W KEK
What this game need to is bring the lowest performing spec(magnecro,magblade etc) to the level of mag sorc and almost every stam spec in the game in pvp and yes StamDK is still one of the strong specs.
You people crying for your vanilla classes to be buffed when they are already strong is hilarious...It's giving wrong feedback and the reason Devs don't listen to you and why balance is so lopsided in this game.