Meldor_Greenwood wrote: »Can you buff Nightblades Mark? Now that you removed its dual resistance debuff and for Reaper’s Mark nerfed Major berserk significantly. Maybe finally add a synergy to a Nightblade skill?
Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Thor199389 wrote: »Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Please explain a skill like grim focus if light attacks are not intended.
Light Attacks are not an unintended mechanic. Don't state your "facts" as real facts.
Light Attack weaving is what distigues eso from any other MMO. That is what makes ESO so much more fun than any other Game. You have to practice.
Maybe instead of "removing" light attacks just except the skill gap and except that not every title is ment for everyone to achieve. Otherwise... just put it in Crownstore.
This especially as it was changed from crit chance to crit damage for reasons.karthrag_inak wrote: »So, will khajiit get some kind of recompense since the crit chance nerf affects them more than any other race?
brandoncoffmannub18_ESO wrote: »PvE Stamina and Magicka is feeling more imbalanced
Light attack changes will hit Magicka harder
Adv. Yokeda gives 3.3k crit while the best you can do as Magicka is acuity or Mother Sorrow at 1.9k
- Not saying nerf yokeda, just give a magicka based one.
Light attacks may scale with highest stat passives like critical with daggers only work for Stamina.
- Make it scale for both
All the penetration increases will make the Spell Pen passive on light armor much less strong than the Weapon Damage passive on
Medium armor.
- Change to something other than pen, max magicka ( maybe better because of inner light and Mages Guild ), spell damage, just something.
Trap Beast gives a lot more DoT damage for Stamina while Magicka needs to use it anyways for minor force.
- Scale off highest stat, just like the fighter guild passive could give 3% Weapon AND Spell damage.
Minor Magickasteal was to account ( I think ) for the less cost skills stamina has natively, now it's nerfed that NO ONE asked for, and it's even harder to sustain than before.
Extinct_Solo_Player wrote: »Stamina dk needs a unique 30% healing buff on fragmented shield comparable to the unique buff you placed for ironblood or an added heal over time to the armor buff to compensate the mending nerf. The class relies on mending to able to stand its ground in PVP as it does not have any percent based mitigation like necro and warden and also no passive heal over times built into the class kit. It is already rough on live but next patch it will be terrible if you do not compensate the class with those changes.
Thor199389 wrote: »Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Please explain a skill like grim focus if light attacks are not intended.
Light Attacks are not an unintended mechanic. Don't state your "facts" as real facts.
Light Attack weaving is what distigues eso from any other MMO. That is what makes ESO so much more fun than any other Game. You have to practice.
Maybe instead of "removing" light attacks just except the skill gap and except that not every title is ment for everyone to achieve. Otherwise... just put it in Crownstore.
IrishOphidia wrote: »Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
The only people who complain about LA weaving are the people who don't know how to do it properly. LA weaving does nothing to "break the game" or give an sort of unfair advantage. Players who put the time and effort in to learn this mechanic will benefit from it. Those who do not will not. It's a simple concept. If you were to remove LA weaving, the combat system would essentially face plant. You'd go from having a smooth uninterrupted flow of combat that feels interactive to a clunky, unimpressive, and slow combat system. ESO became popular in the first place due to its fast paced and active combat system.
Scion_of_Yggdrasil wrote: »IrishOphidia wrote: »Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
The only people who complain about LA weaving are the people who don't know how to do it properly. LA weaving does nothing to "break the game" or give an sort of unfair advantage. Players who put the time and effort in to learn this mechanic will benefit from it. Those who do not will not. It's a simple concept. If you were to remove LA weaving, the combat system would essentially face plant. You'd go from having a smooth uninterrupted flow of combat that feels interactive to a clunky, unimpressive, and slow combat system. ESO became popular in the first place due to its fast paced and active combat system.
I light attack weave. I got the hang of it after just a few tries..... and I am against it. Maybe try not to insult players, that would be a good start. Way too many people glorify an accidental combat mechanic.
Ironically enough, your exact argument about not-weaving describes weaving perfectly. Nothing about weaving is smooth, your character cuts animations short and spazzes out. There is nothing uninterrupted about weaving, as it literally interrupts your skills/attacks. Animation cancelling is clunky, not the other way around, since you have to follow a strict pattern of button presses. Wheres the finesse in repeating the same pattern over and over again vs dynamically reacting to the present situation? So many players can't function outside their rotation.
I see so many insults about how non-weavers need to l2p, when most people I see who weave can't step out of red, or stop their rotation long enough to properly react to mobs or mechs. Thats the real l2p issue, not the fact that many of us hate the undeniably un-intuitive craze of animation canceling.
My biggest complaint about weaving? Not the overly-praised "skill" gap, but just the fact it cuts off animations. How clunky/ugly/visually disappointing. Whats the point of all the visuals then if they intended for us to interrupt them???
Besides, you can still "light attack weave" if they forced animations to play to completion, you would just have to wait the added second before continuing (and would still be required for things like the bow passive, or sets with stacks proc-ed by light/heavy attacks). Having to time your light attacks organically based on the varying animation times would be more skill than spazzing out to a metronome. Nothing about weaving feels natural, and like most have pointed out, the game does not teach you how to do this. All the more reason its not a legitimate, intended feature of the game, just an accident that has yet to be cleaned up.
dhoward5b14_ESO wrote: »Maim changes and Heroic Slash:
It appears that boss damage will effectively be going up 10% without using currently unused sets to apply major maim (or Shadowrend with it's unique 5% debuff). This is because Heroic Slash used to maim for 15% but now will only maim 5%. Obviously this is 10% more damage on the tank - usually not a problem.
In fights where group deaths from burst damage is a real problem (e.g. 1st boss vMoL shield phase), this would require some mitigation. Tanks could forgo a damage set for a maim set (I believe only Banis will give almost full maim uptime, and it must be on whoever is taunting the boss). I'm not sure that shield sets would be that effective (Combat physician would be very RNG on when it has proc'd, and Prayer Shawl isn't useful in large groups). Healers could use Mending (if they can be close to boss).
universal_wrath wrote: »with the current changes to major/ minor buffs/debuffs. Storm atronach major berserk synrgy should affect mtiple targets and last longer. On live, it only affects 1 target and last for 8 secs.
Also, lightning splash and its morphs is too weak in comparison to other AOE generic and class skills. Lightning splash and its morphs are still missing 1 second of their overall duration. Currently on live, it is stated in skill description that is last 10 secs, but it actually last 9 secs instead. Also lightning flood last 9 secs instead of 10 secs. Liquid lightning also last 13 secs insteas of 14 secs. This problem has been around for a year now and no actions were done to address this problem.
karthrag_inak wrote: »So, will khajiit get some kind of recompense since the crit chance nerf affects them more than any other race?
9k penetration for 1350 Stamina
Pierce Armor is overpowered now and it will allow really tanky builds to have a huge source of penetartion.