GrumpyDuckling wrote: »Please hybridize more skills that simply push a stamina/magicka divide without offering any unique differences.
For example, skills like the Warden's Lotus Flower simply split into two different morphs where one gives Major Savagery and the other gives Major Prophecy. Please combine these into one skill (like you are doing in this patch with DK's Cauterize), which opens up room for another morph that offers a unique effect, instead of asking players to simply choose between a stamina/magicka binary morph that does the same thing.
Literally no one asked for Thunder Caller and many other burst procs being destroyed on top of the 1s cooldown that you added to ruin any and all builds that relied on burst procs to function.
There is nothing a nightblade with limited amount of burst can do with max stat sets next patch once the opponent CC breaks from the "burst" and starts spamming dodge rolls/cloaks/streaks.
The class entirely relied on having sets to supplement the burst damage, at the cost of self heals and pressure as the weapon damage/sustain of these builds was inevitably lower.
What the changes to the burst procs actually do is reduce the amount of build diversity in the game, and significantly benefit classes with delayed burst, which benefit a lot more from stacking weapon dmg/stam/crit dmg/penetration etc as their classes feature enough burst/DoT pressure from their abilities.
I don't know why I even care anymore to provide this feedback as there's better games coming out soon, but there it is. You can listen to experienced players with knowledge of the game, or you can choose to ignore them yet again - I think I already know what's going to happen.
VarisVaris wrote: »Literally no one asked for Thunder Caller and many other burst procs being destroyed on top of the 1s cooldown that you added to ruin any and all builds that relied on burst procs to function.
There is nothing a nightblade with limited amount of burst can do with max stat sets next patch once the opponent CC breaks from the "burst" and starts spamming dodge rolls/cloaks/streaks.
The class entirely relied on having sets to supplement the burst damage, at the cost of self heals and pressure as the weapon damage/sustain of these builds was inevitably lower.
What the changes to the burst procs actually do is reduce the amount of build diversity in the game, and significantly benefit classes with delayed burst, which benefit a lot more from stacking weapon dmg/stam/crit dmg/penetration etc as their classes feature enough burst/DoT pressure from their abilities.
I don't know why I even care anymore to provide this feedback as there's better games coming out soon, but there it is. You can listen to experienced players with knowledge of the game, or you can choose to ignore them yet again - I think I already know what's going to happen.
I asked for those sets to be nerfed, it is good to see less proc sets in the game, this patch has taught us everything about their issues once again
phantasmalD wrote: »The Ash Cloud change is kinda intriguing, but ti still doesn't really fix the main issue, mainly that Cinder Storm morph is inferior to Illustrious Healing. And that's mainly because of the better area coverage, not the efficency.
But tbh CS is not the only skill with that problem, most of the 'healer'/support skills suffer from the problem of being inferior versions of generic, non-class skills. Like Magma Armor - Barrier or Obsidian Shield - Bone Shield. And while not directly comparable, Cauterize is overshadowed by Regeneration.
Not touching any Draconic Power skills and only one Earthen Heart is pretty disappointing.
world of ruins lost of 25% poison cost reduction is hard on stamdk bow builds... you almost forced to go with the charged traits for more combustion recovery, and adding whip (going in melee to use that magicka skills) and use crown poisons please reconsider / re-evaluate. so far all the changes are good for magdk
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PrinceShroob wrote: »This is not going to encourage anyone to build creatively -- it's going to keep them building the same and just having classes and races that get hurt eat the cost. Do you really think that Dragonknight tanks are going to stop using Aggressive Horn, harming their sustain?.
YandereGirlfriend wrote: »This is just related to the above comment about War Horn being used primarily for max resources now - Jorvuld's will increase the duration of the 10% resource increase by 40%. Which will increase its duration from 30 to 42 seconds.
Just a little bit of tech that not everyone might know about.
Sordidfairytale wrote: »YandereGirlfriend wrote: »This is just related to the above comment about War Horn being used primarily for max resources now - Jorvuld's will increase the duration of the 10% resource increase by 40%. Which will increase its duration from 30 to 42 seconds.
Just a little bit of tech that not everyone might know about.
Jorvuld's only increases the duration of Named Major and Minor Buffs as well as Damage shields, so until they name the buff that increases the stats from War Horn Jorvuld's will only increase the Major Force Duration of War Horn.
YandereGirlfriend wrote: »Sordidfairytale wrote: »YandereGirlfriend wrote: »This is just related to the above comment about War Horn being used primarily for max resources now - Jorvuld's will increase the duration of the 10% resource increase by 40%. Which will increase its duration from 30 to 42 seconds.
Just a little bit of tech that not everyone might know about.
Jorvuld's only increases the duration of Named Major and Minor Buffs as well as Damage shields, so until they name the buff that increases the stats from War Horn Jorvuld's will only increase the Major Force Duration of War Horn.
No, I'm saying that it does in fact increase the duration. Like, I use it right now. It is a hidden feature that it works this way.