Its nice that u are giving more start in CP system, but u know what? I cant slot most of them. I just put my cp points for collections, and then i have to select ONLY a few of them
Give MORE SLOTS for cp bonuses. Thats the priority. We dont need more stars, that need to be slotted. Its just annoying.
Strider__Roshin wrote: »Any word on removing cast times from Death Stroke, Soul Tether, Onslaught, or Dawn breaker?
ZOS_Gilliam wrote: »Greetings!
Much of our focus outside of the pass mentioned above has been on the back-end scripting of abilities and cleaning up the amount of information they have, making sure they use relevant technological advancements we’ve made in the recent years, rather than using older and less efficient systems. For example, removing errant data or finding better ways for one-off checks and validations to be done was a large focus here, while cleaning up inconsistencies in behavior or power along the way. Expect many little changes and bug fixes as a result of this...
Ragnaroek93 wrote: »To be honest, stop messing around with Battlespirit so much. You need to adjust the outliers, you won't fix Necro defense in pvp by adjusting Battlespirit for example. Giving everybody 20% effective damage mitigation for free looks like a terrible idea. It's not like the ttk of vampire stage 3 + Pariah builds is too low right now...
KurtAngle2 wrote: »Do not touch Pelinal's Aptitude
Thanks
Integral1900 wrote: »Please don’t ruin pelinal’s aptitude, if you take away the ability to copy over the hyper stat it will effectively kill hybrid builds in this game, without that set and its ability to copy over the 20% damage boost and the three damage glyphs from jewellery I’m looking at a 1200 point damage loss!
ZOS_Gilliam wrote: »As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%.
So, you and the rest of the team have truly learned nothing, even after all this time.
The reason a lot of people are squishy in PvP is not because some global buff value is too low. It's that they don't know how to play properly, aren't playing with friends, aren't terribly great, have wildly unrealistic expectations about how they should be performing solo/small man versus large groups, and because ZOS has a hard on for proc sets that can add crazy burst with no skill required.
All this will do is reduce their squishy-ness slightly, which I would bet good money won't actually make one bit of difference because it's going to boost the survivability of the groups that are farming them as well.
Will you be refunding all our Kutas and Hakeijos when you make Prismatic Onslaught irrelevant?Strider__Roshin wrote: »Any word on removing cast times from Death Stroke, Soul Tether, Onslaught, or Dawn breaker?
Agreed. These ultimates rarely fire correctly in the Cyrodiil lag.
Nerf cloak. Nerf it into the ground and never bring it back. It’s the single most broken skill in the game, even if “sometimes it doesn’t work” [snip]
Why doesn’t it have a ramping cost increase like streak?
Why do skills like camo hunter cost 4360 stamina AND IT DOESN’T EVEN WORK ANYWAY?
Why is the only viable option to drop (or wait for a 45s cool down), for example tri pots, for a detect pot that means you have 15s to kill that player while they run and dodge and try to hide. Meanwhile you’ve lost a ton of sustain in the process and the 5 other people on you can get an easy kill.
How good would it be if, once in combat, you couldn’t re-enter invisibility. That way the bot relying on cloak only gets one chance to attack that person who doesn’t know they’re there. It’s still more than the person being attacked gets.
[snip]
propertyOfUndefined wrote: »10% more mitigation from battle spirit sounds awful.
propertyOfUndefined wrote: »10% more mitigation from battle spirit sounds awful.
Current battle spirit is 44%, so the change is closer to 20% more mitigation.
Lughlongarm wrote: »propertyOfUndefined wrote: »10% more mitigation from battle spirit sounds awful.
Current battle spirit is 44%, so the change is closer to 20% more mitigation.
I think its much more.
If I do 10 damage in PVE, PvP damage ATM will be 6.6(10*0.66). After upcoming Change, damage will be 4(10*0.4). 4/6.6 =0.60 = 40% mitigation.
Lughlongarm wrote: »I think its much more.
If I do 10 damage in PVE, PvP damage ATM will be 5.6(10*0.56). After upcoming Change, damage will be 4(10*0.4). 4/5.6 =0,71 = 29% mitigation.
Lughlongarm wrote: »I think its much more.
If I do 10 damage in PVE, PvP damage ATM will be 5.6(10*0.56). After upcoming Change, damage will be 4(10*0.4). 4/5.6 =0,71 = 29% mitigation.
Lughlongarm wrote: »Lughlongarm wrote: »I think its much more.
If I do 10 damage in PVE, PvP damage ATM will be 5.6(10*0.56). After upcoming Change, damage will be 4(10*0.4). 4/5.6 =0,71 = 29% mitigation.
Right, thank you for the correction. 100-44 = 56 And Not 66(damm you dyslexia). So ya, 29% mitigation.
Lughlongarm wrote: »Lughlongarm wrote: »I think its much more.
If I do 10 damage in PVE, PvP damage ATM will be 5.6(10*0.56). After upcoming Change, damage will be 4(10*0.4). 4/5.6 =0,71 = 29% mitigation.
Right, thank you for the correction. 100-44 = 56 And Not 66(damm you dyslexia). So ya, 29% mitigation.
So basically ironblood up 100% of the time. Sounds like fun.
relentless_turnip wrote: »Anyone else think just giving back the health on battlespirit would be less detrimental than giving everyone 16% more mitigation? Though this might mean health based heals would need looking at, chipping down a big health bar is easier than trying to kill someone with high mitigation that can't even be penetrated.
VaranisArano wrote: »relentless_turnip wrote: »Anyone else think just giving back the health on battlespirit would be less detrimental than giving everyone 16% more mitigation? Though this might mean health based heals would need looking at, chipping down a big health bar is easier than trying to kill someone with high mitigation that can't even be penetrated.
I think trying to tune the health-based heals is more likely to impact PVE, which ZOS seems to be trying to avoid.
relentless_turnip wrote: »Anyone else think just giving back the health on battlespirit would be less detrimental than giving everyone 16% more mitigation? Though this might mean health based heals would need looking at, chipping down a big health bar is easier than trying to kill someone with high mitigation that can't even be penetrated.
Joy_Division wrote: »relentless_turnip wrote: »Anyone else think just giving back the health on battlespirit would be less detrimental than giving everyone 16% more mitigation? Though this might mean health based heals would need looking at, chipping down a big health bar is easier than trying to kill someone with high mitigation that can't even be penetrated.
Less, but still problematic. A necro with another 5K health or now players devoting 100% of resources into damage are both going to be negative developments.
karthrag_inak wrote: »This game has too many changes. Fundamental combat rules change constantly, and not for the better. It's like every few months someone else's fundamental combat philosophy gets followed, and everything changes.
This isn't fun. It's antagonizing.