I'm always astounded when reading PTS comments... because players CONTINUOUSLY fail to realize that patch notes aren't for new ideas or changes... the PTS is for finding bugs or calculation problems. Once ZOS decides on a path, they very rarely EVER change from it. So what you see for changes IS what you're getting... regardless of complaints or your ideas for improvements/changes. The only difference is in the calculations of said changes may change as data is collected from PTS testing.
Yet, people continue wasting their time typing long detailed reasons why ZOS shouldn't do this or should change that, when this has never worked to sway them from their course. So I'm astounded that people still type paragraph after paragraph thinking that ZOS will listen... hint... THEY WON'T! The course is set, the only thing we can do is adjust our builds accordingly... and hope that perhaps in six months, or years... they'll realize it needs to be changed.
Just opening up a new conversational path:
Wasn't that bad thinking?
The healing over time of this for multiple enemy targets can be extremely strong when used 1vx.
Just keep using LoS while the healing extends to all players and that's it! Exaggerated healings without the slightest effort.
I'm always astounded when reading PTS comments... because players CONTINUOUSLY fail to realize that patch notes aren't for new ideas or changes... the PTS is for finding bugs or calculation problems. Once ZOS decides on a path, they very rarely EVER change from it. So what you see for changes IS what you're getting... regardless of complaints or your ideas for improvements/changes. The only difference is in the calculations of said changes may change as data is collected from PTS testing.
Yet, people continue wasting their time typing long detailed reasons why ZOS shouldn't do this or should change that, when this has never worked to sway them from their course. So I'm astounded that people still type paragraph after paragraph thinking that ZOS will listen... hint... THEY WON'T! The course is set, the only thing we can do is adjust our builds accordingly... and hope that perhaps in six months, or years... they'll realize it needs to be changed.
techprince wrote: »Venom Arrow needs 20 seconds of Major Brutality and Sorcery, not 10 seconds.
Blood Frenzy:
This ability and its morphs now grant a stack of up to 30 Weapon and Spell Damage rather than 600 upfront, up to a maximum of 10 stacks.
Decreased the tick frequency to 2 seconds, down from 1 (haha inverse math!) so the ability drains Health slower.
The health cost now increases by 250 Health per stack, rather than 20% of the cost of the skill with no cap.
Reduced the initial cost to 700, down from 1980.
Simmering Frenzy (morph): This morph now increases the Weapon and Spell Damage granted to a maximum of 40 per stack, rather than adding 66 Weapon and Spell Damage each second the ability is toggled on with no cap.
Sated Frenzy (morph): This morph now also reduces the ramping cost of the ability to 200 per stack, down from 250.
This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions. In its current form, it feels too penalizing for the base Vampire experience to engage with in a satisfying way while also enabling an overwhelming amount of power for those who know how to use it properly.
HackTheMinotaur wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for any combat or class change. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
I am hoping you guys will do another pass on skill updates in Week 3. Great changes overall, but:
1. Biting Jabs getting Brutality/Sorcery does not make sense in so many ways.
- This buff on a spammable skill just seems wrong. It seems like a limitation rather than an advantage. Other classes have longer lasting versions of this buff, usually at least 20 seconds.
- Magicka Templars would never use Jabs over Puncturing Sweep, so they never get this important buff? Seems less than ideal.
- All other classes (except Necros) get Brutality/Sorcerer applied to a base skill, not just a single morph. This ensures that you have the buff you need regardless of class specialization.
- I understand giving the skill something to make it stand out now that Savagery is removed, but I would prefer something truly unique rather than a major/minor buff. Why not play off a stacking element to reward players for landing all 4 Jabs on a target like 1% bonus crit chance per Jab, 50 weapon/spell damage per Jab, bonus Penetration per Jab, etc.?
- If going the standard major/minor buff route something for Templar tanks would be a nice addition: AOE minor main, minor fracture, minor mangle, etc.
- Better options for Brutality/Sorcery in order of preference for Templar would be (1) Rune Focus, (2) Solar Flare, (3) Backlash, (4) Spear Shards - lots of good options here!
2. Necros need Brutality/Sorcery too! Tell me this is coming in week 3 please?
3. Venom Arrow getting Brutality/Sorcery is a great idea for bow builds but the buff needs to be at least 12-15 seconds long. 10 seconds is too easy to accidentally drop if your rotation is not 100% perfect.
Seraphayel wrote: »ESO_Nightingale wrote: »Seraphayel wrote: »ESO_Nightingale wrote: »Seraphayel wrote: »In my opinion:
AoE DoTs should never be part of a single target rotation. They should start to become good and useful at 2+ targets. It never made sense that people were always building around AoE DoTs, even outlasting single target DoTs in single target fights.
I‘m happy when they’re gone and people resort to other tactics / builds.
when they nerfed them down to do this sort of thing in scalebreaker, everyone universally hated it. no thanks.
Because it was done poorly. There's still no reason why AoE DoTs are such a huge part of this game outside of AoE fights. It never made.
it helps with character identity imo. it's cool to be surrounded by fire/ice/arrows or whatever your class/weapon combo's visual effects are. when scalebreaker was as is everyone just used ST DoTs so it didn't look as visually interesting or cool. don't ask to remove the AoE DoTs from general use. they look good and feel good to use.
They look good and feel good to use? Yes, especially in PvP or trials where the entire screen is cluttered with visual effects and you can barely resemble your character.
Yes, they look nice. I don't disagree. But they're too prevalent, always have been. That's the biggest issue with AoE DoTs. Not that it's going to change, but it's still a poor design choice.
LonePirate wrote: »I didn't see anything in the patch notes about where Light Armor is now a viable option in PVP. The great reduction in defense from Light Armor is not compensated by a matching increase in offensive output. Unless you're a Sorc who can blink away or a Nightblade who can vanish, you will continue to be shredded quickly in PVP if you're wearing Light Armor.
VarisVaris wrote: »
Except how PvE stuff gets nerfed through the floor because PvPers boohoo about X, Y and Z.
francesinhalover wrote: »VarisVaris wrote: »
Except how PvE stuff gets nerfed through the floor because PvPers boohoo about X, Y and Z.
Game has always had changes hurting pve because of pvp balance.
I guess pve players can adapt better idk.
What i know is that pvp and pve should be separate. But that will neva happen.
All skills with Major Brutality/Sorcery:
2h Momentum and morph: 20sec prebuff
Dual wield Hidden blade: 20sec and 40sec in combat
NB Drain power: 20sec in combat
DK Molten Weapons: 45sec and 30sec prebuff
Warden Betty netch: 25sec prebuff
Mage Surge: 33sec prebuff
Templar Puncturing Strikes: 10sec (but its a spammable so ok i guess ?) in combat
Mage guild Degeneration: 20sec in combat
and Bow: Venom Arrow 10 sec in combat ... what ??? Please buff it to 20sec thx