So single target direct damage will break stealth now or just aoe direct damage?For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare.Like server performance will even allow this to work reliably. But anyway this conflicts directly with the first statement:There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect.the only things that will break Stealth or Invisibility are direct damage,
Five bucks says NB are un-killable in the next update.
itscompton wrote: »So single target direct damage will break stealth now or just aoe direct damage?For player abilities, the only things that will break Stealth or Invisibility are direct damage, Crowd Controls such as stuns or immobilizes, or revealing effects such as Expert Hunter or Revealing Flare.Like server performance will even allow this to work reliably. But anyway this conflicts directly with the first statement:There will also now be a short window when entering Stealth or Invisibility, where player single target attacks made against you will no longer cancel the activation or strip the effect.the only things that will break Stealth or Invisibility are direct damage,
Five bucks says NB are un-killable in the next update.
Either that or NB's will be unplayable because anyone with a staff or bow will be able to spam DD light attacks from long range to lock them out of invisibility while their team mates steam roll the exposed squishies.
It's not like NB's can just put on 5 heavy to survive and play anywhere near the same, that increases the radius you'll be detected so much that cloak becomes useless and you're better off just rolling on a Warden or Necro.
Edit: I didn't read the second quote correctly before and my understanding was backwards. Un-killable is more likely as single target attacks will not break stealth. My mNB has enough magic to spam it now so no biggie but that will be a huge game changer on my sNB who uses all his magic if he's forced to quickly cast cloak 4 times to actually go hidden.
ZOS_Gilliam wrote: »Finally, there will be some targeted buffs to niche areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE, [...] Keep an eye out in the patch notes for some juicy buffs to two specific abilities!
Vomterchak wrote: »@ZOS_Gilliam
But how is new Prismatic enchant going to fit into Fighters Guild questline? The whole gist of the forge was that the prismatic weapon is stronger against Molag Bal and daedras. What’s the logical workaround?
silver1surfer69 wrote: »A CP star to counter direct damage is needed. There is 1 to buff it for 10% but none to counter it.
Hi, can we get a way to customise/turn off some additional player particle effects? I loved tanking but with all the white flashy stuff going on it makes it tougher than it needs to be to spot boss mob heavy attacks/animations.
Vomterchak wrote: »@ZOS_Gilliam
But how is new Prismatic enchant going to fit into Fighters Guild questline? The whole gist of the forge was that the prismatic weapon is stronger against Molag Bal and daedras. What’s the logical workaround?
Alienoutlaw wrote: »Hi, can we get a way to customise/turn off some additional player particle effects? I loved tanking but with all the white flashy stuff going on it makes it tougher than it needs to be to spot boss mob heavy attacks/animations.
settings. it already exists has done for years
also tab target
Mythreindeer wrote: »Trying to wrap my head around the changes to Fighter's Guild...only works in PvP? Which skills? All of them?
Here's 3 things I know: Viggo Mortensen was robbed at the 2019 Academy Awards; Antonio Vivaldi was the most passionate composer in history; balance does not equate to decimating a skill line.
Sees-All-Colors will be coming for your head.
Yup, it looks like they are just going to make all PVP as stam toons with the exact same skills across the board, from guild/PVP/world/weapon skill lines. Every skill bar will be 8-10 of the same skills and maybe 1 or 2 class specific skills. Even class passives are being evened out. As I said many times they should just remove classes/gear/etc from PVP and make 3 modes Naked fighting (where you just use hands and feet), voldurung sp? fighting where you have some crazy weapon with it's own skill line and/or giant werewolf mode, maybe even a mode where you can become one of the world bosses and control them to fight other players who are other world bosses.
One thing is for sure, trying to 'balance' PVP and PVE at the same time isn't working and I don't blame the devs because it might not be possible. You can have PVE with rich, unique classes where each specific class excels at certain things and is very bad at other things, like the beginning, or watered down classes that are balanced so every one is a cookie cutter of each other. OR the 3rd option which seems like the current direction is to just beef up non-class based skills to be usable by everyone in PVP so class based skills don't matter that much, or maybe focus them toward PVE only. When I think about it 3rd option is not that bad actually.
Why add more slotted green passives despite overwhelming negative reaction to existing ones? It is not fun and hindrance to normal gameplay. I would rather prefer making all green tree just passives, since most of them don’t provide any combat advantage.
ZOS_Gilliam wrote: »Aside from this and a few more specific, smaller adjustments, we’re still monitoring many of the moving parts (such as proc set scaling) and discussing measures we can take in future updates that won’t adversely affect parts of the game where problems aren’t as severe.
KurtAngle2 wrote: »Do not touch Pelinal's Aptitude
Thanks
they should also take a look at staves that are the weaker weapons in the game. Even mag characters use DW in pve, there is something wrong
Remove cast time from Death stroke and Soul shred!!!
Also: "areas of the game we currently feel are lacking: Two Handed’s ability to stick in melee encounters and offer comparable sustained damage in PvE" 2H is strongest weapon in PvP, are you seriousely gonna buff it up more because it lacks in PvE? If you want to touch weapons, just give DW a proper Major Brutality like 2H has. That will give us a real choice of weapons, instead of locking every single class without native brutality sourcing to 2H...
No more active slotted stars please.
In Red they're pure fluff. There are clear winners and loser slotted stars, adding more won't add options simply change what's meta.
In Green the insane number of active stars are hugely frustrating.
Oh, how about just NO!
The last thing PVP needs is even more tanky BS. Those tower runners and their ilk are annoying enough as is.
And what about ball groups? Those guys already spec for def over damage and run around with 30k+ health as standard, and have constant hots and buff on, and take forever to kill as is. Lowering damage received even more means they will just do their choo-choo routine with even less worries. And the extra damage reduction don't mean jack-*** to you, when you get hit by 3 prxoydets, and 4 eye of storms and 5 other random AOEs while stuck in break free animation (if it even bothers to register.) Death by indiscriminate brainless run-by-AOEs is dumb as ***, and you want to make that play style even easier. Good grief.
As for the cloak changes... Uhm, do you really want the game to turn to gank central, even more than it already is? So you saying that caltrops can't be used to detect NBs anymore? Nor wall of elements? Please, at least tell me that the initial hit from volcanic rune counts as direct damage. If you strip these ways to deter and detect NBs, you gotta make the active ways of detection more viable. Det pots are fun and all, but they have so limited range, and the duration vs potion cool down don't make them viable against any NB that knows what they are doing. Most NBs have silly fast cloaked speed and just scurry away from the detection zone, and then re-engage while you are on potion cool down. With placed AOEs. you could at least set up a defensive perimeter and slowly make your way to safety when you knew there was a nightblade skulking about the bushes..
Now the idea that cloak no longer nullifies dots... Erhm... Don't know how to feel about that. Sure, the failed gank to vigor-cloak, reset the fight and re-gank routine, was annoying as hell, but... magblades kinda rely on that aspect of cloak to not die to all the crapton of dots the game routinely deals out. All those poison and bleed dots will make magblades kinda non-viable. Even more than they already are. Guess the harder detection makes bombing easier, but for everything else, stamblade is it for now, and ganking is the goal I suppose.
ungh... if these changes go live, I think it might be pretty close to the last nail needed for me to give up on PVP for good.