Draugrkin's Grip: This set now increases all of your damage done by 330 and reduces your healing taken by 10%, rather than causing your direct damage attacks to cause enemies to take 617 more damage from your attacks for 6 seconds, once every 9 seconds.
A few things I wanted to mention off of the patch notes.
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No changes to Consuming Darkness or its morphs. A very expensive skill, providing mainly a buff that got nerfed heavily a long time ago, failing to provide enough utility to any role to really justify using. It doesn't mitigate enough damage to be useful in that area, the damage is lack luster on that morph and the heal, while nice, if you need to keep your allies alive barrier is just better. I will say though the buff to refreshing path will be nice, but this ultimate really needed some attention.
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This skill could cost nothing and noone would use it anyway, no matter PvP or PvE. Poor damage, ez to be interrupted.Solar Flare
Dark Flare (morph): Reduced the cost of this morph to 2430, down from 2700.
I don't know where else to put this so i'll place it here:
"Currently, many of the slotted stars that don't require much engagement are significantly stronger than many of their more unique counterparts. Rather than introducing an arms race and injecting power creep to the system, we've targeted the outliers to draw back some of their impact to make them more in line with where we expect while giving a tiny bump to some other stars."
You nerfed some damage related CP's, you buffed some others. You nerfed most defense related CP's for tanks. And that's it. As a main tank i'm getting nothing but nerfs where all the great buffs are only useful for damage dealers.
I'm not going to slot other CP's, even if i wanted i can't as there isn't anything else tank related. Can you please stop nerfing PvE tanks because of PvP? It's frustrating and irritating, just finally separate game modes from each other so we don't have to suffer all the time for nothing.
SturgeHammer wrote: »The buff to Refreshing Path sounds nice, but it is less exciting if the tick behavior remains as it is on live. On live there is no “0” second tick, so if you cast it directly onto allies it is very easy for them to walk out of the aoe before getting a tick of the heal or speed buff.
Bloody Frenzy:
This ability and its morphs now grant up to 5 stacks, rather than 10. The total Weapon and Spell Damage granted is left untouched.
The cost now increases by 360 per tick, up from 250, for Blood and Simmering Frenzy, while the cost for Sated Frenzy is now 300, rather than 200. This will result in an approximate 20% cost reduction for each morph.
Nightblade
Assassination
Mark Target
Piercing Mark (morph):
Fixed an issue where the heal from this morph was lower than the base ability.
Increased the duration of the effects to 60 seconds at rank IV, up from 30.
Teleport Strike
Ambush (morph):
Increased the duration of Empower granted from this morph to 10 seconds, up from 3.
This morph now also grants Minor Berserk for its duration.
Shadow
Path of Darkness
Refreshing Path (morph): This morph now also grants Minor Endurance and Intellect for 4 seconds each tick.
Veiled Strike
Surprise Attack (morph): Fixed an issue where this morph had no upgrades as it ranked up. It will now deal 1.1% more damage per rank.
Siphoning
Drain Power: Increased the duration of Major Brutality and Sorcery granted from this ability and its morphs to 30 seconds, up from 20, to make up for the fact that they require a target to gain these effects.
Power Extraction (morph): This morph now also grants the caster Minor Courage for 30 seconds upon dealing damage.
Soul Shred:
Fixed an issue where this ability and its morphs could ignore line of sight in some cases.
Fixed numerous issues where the damage or healing from these abilities could use the wrong stats to scale.