YandereGirlfriend wrote: »"Warden improvements in Week 3 and beyond had better feature a reversion of the Deep Fissure timing changes." - basically any MagDen that still plays the game.
ESO_Nightingale wrote: »YandereGirlfriend wrote: »"Warden improvements in Week 3 and beyond had better feature a reversion of the Deep Fissure timing changes." - basically any MagDen that still plays the game.
and ffs a reversion to advanced species as well as a dps buff to arctic blast to make it legit viable.
YandereGirlfriend wrote: »Keeping the reversing trend going: can we please NOT nerf the Charged trait?
If it outperforms Precise in PvE then perhaps the issue actually lies in the strength of the DoT Status Effects such as Burning, Hemorrhaging, and Poisoned?
After all, there are plenty of Status Effects that deal no damage (e.g. Chilled, Sundered, Concussed, Overcharged, etc.) and nobody was complaining about them.
So let's treat the actual disease rather than the random symptom - adjust the Status Effect DoTs and leave Charged alone.
Necrotech_Master wrote: »YandereGirlfriend wrote: »Keeping the reversing trend going: can we please NOT nerf the Charged trait?
If it outperforms Precise in PvE then perhaps the issue actually lies in the strength of the DoT Status Effects such as Burning, Hemorrhaging, and Poisoned?
After all, there are plenty of Status Effects that deal no damage (e.g. Chilled, Sundered, Concussed, Overcharged, etc.) and nobody was complaining about them.
So let's treat the actual disease rather than the random symptom - adjust the Status Effect DoTs and leave Charged alone.
as far as im aware all status effects deal some kind of dmg, but all of the ones you mentioned only deal one single very small burst (i can definitely confirm i have killed players in cyrodiil with a "sundered" status effect as well as being killed by some of those lol)
burning, poison, hemorrhaging, diseased i think all do dmg over time, some weaker and stronger along with the debuff
chilled, concussed, overcharged, sundered do a very small "burst" of dmg at the start of the status, but outside of that does not do any dot, just the debuff (in cyrodiil my sundered status effect only hits players for like 325-365 dmg, double that for pve and your seeing 1000 dmg maybe for those, but again its only a single burst)
burning is mostly OP for wall of elements, where burning enemies take 20% more dmg from the wall of elements, and charged trait was more OP for stuff like DK combustion passive before they nerfed the rate you could trigger that
YandereGirlfriend wrote: »Necrotech_Master wrote: »YandereGirlfriend wrote: »Keeping the reversing trend going: can we please NOT nerf the Charged trait?
If it outperforms Precise in PvE then perhaps the issue actually lies in the strength of the DoT Status Effects such as Burning, Hemorrhaging, and Poisoned?
After all, there are plenty of Status Effects that deal no damage (e.g. Chilled, Sundered, Concussed, Overcharged, etc.) and nobody was complaining about them.
So let's treat the actual disease rather than the random symptom - adjust the Status Effect DoTs and leave Charged alone.
as far as im aware all status effects deal some kind of dmg, but all of the ones you mentioned only deal one single very small burst (i can definitely confirm i have killed players in cyrodiil with a "sundered" status effect as well as being killed by some of those lol)
burning, poison, hemorrhaging, diseased i think all do dmg over time, some weaker and stronger along with the debuff
chilled, concussed, overcharged, sundered do a very small "burst" of dmg at the start of the status, but outside of that does not do any dot, just the debuff (in cyrodiil my sundered status effect only hits players for like 325-365 dmg, double that for pve and your seeing 1000 dmg maybe for those, but again its only a single burst)
burning is mostly OP for wall of elements, where burning enemies take 20% more dmg from the wall of elements, and charged trait was more OP for stuff like DK combustion passive before they nerfed the rate you could trigger that
Right, they do - but the value is so small that is doesn't matter for balancing purposes. Nobody's parse is being juiced due to all of the Diseased micro-damage, etc.
Point being that, if they want to reign in DPS, they should target only those Status Effects that actually contribute to it - Poisoned, Burning, and Hemorrhaging.
Necrotech_Master wrote: »YandereGirlfriend wrote: »Necrotech_Master wrote: »YandereGirlfriend wrote: »Keeping the reversing trend going: can we please NOT nerf the Charged trait?
If it outperforms Precise in PvE then perhaps the issue actually lies in the strength of the DoT Status Effects such as Burning, Hemorrhaging, and Poisoned?
After all, there are plenty of Status Effects that deal no damage (e.g. Chilled, Sundered, Concussed, Overcharged, etc.) and nobody was complaining about them.
So let's treat the actual disease rather than the random symptom - adjust the Status Effect DoTs and leave Charged alone.
as far as im aware all status effects deal some kind of dmg, but all of the ones you mentioned only deal one single very small burst (i can definitely confirm i have killed players in cyrodiil with a "sundered" status effect as well as being killed by some of those lol)
burning, poison, hemorrhaging, diseased i think all do dmg over time, some weaker and stronger along with the debuff
chilled, concussed, overcharged, sundered do a very small "burst" of dmg at the start of the status, but outside of that does not do any dot, just the debuff (in cyrodiil my sundered status effect only hits players for like 325-365 dmg, double that for pve and your seeing 1000 dmg maybe for those, but again its only a single burst)
burning is mostly OP for wall of elements, where burning enemies take 20% more dmg from the wall of elements, and charged trait was more OP for stuff like DK combustion passive before they nerfed the rate you could trigger that
Right, they do - but the value is so small that is doesn't matter for balancing purposes. Nobody's parse is being juiced due to all of the Diseased micro-damage, etc.
Point being that, if they want to reign in DPS, they should target only those Status Effects that actually contribute to it - Poisoned, Burning, and Hemorrhaging.
out of all those i think burning is the biggest outlier
its the highest dmg status effect, along with boosting wall of elements dmg if your using a fire staff, which is overall a significant dps increase
hemorrhaging is probably only significant if the enemy can get the minor mangle debuff, as cutting off 10% of the max hp of the target can be quite a lot, but the dmg is quite a bit lower than burning
People have been asking for .8 jabs for years. Jabs changes are bliss, the only good change of the update.
Devs, could we possibly, please, get taunt viewable by everyone? 1 debuff that everyone can see. It would be a huge QoL, specially for newer players, if they are able to see that taunt is on a target. It would be a bigger QoL in situations with 2+ tanks being able to see a mob has been taunted, if we could see the taunt icon/debuff on a target that is from another player.
@Dayhjawk That is an option. To view debuffs from other players
seventyfive wrote: »Dragonknight:
The hybridization of the molten whip cost probably won't make it appealing to stamina builds since the amount of magicka that the stamina dk needs already exceeds its magicka capabilities even when using a pure stamina spammable. I agree with the reduction of the maximum burst-damage but I feel like it's now too hard to stack in comparison to the lower reward for doing so. Right now the ability feels a bit awkward in regards to its purpose. Who is going to slot it and for what purpose?
I don't use rotations, for me the front bar is melee (2H) and the back bar is ranged (bow) the only reason I swap bars at all on this fight is for the extra weapons buff I tried to hit as she ran back towards me and lasts most of the time until I had to move again and the psijic recharge skill I used as I waited. The weapons buff on the front bar has a heal on it when it ends so I have to let it end to get the max heal but getting it restarted when I want was the problem I was running into. I was hitting the key but it was so close to the key I hit before it it would not register as if I hit it when I wanted it to.
Edit; the buff on the back bar works on all weapons, the one on the front only works with 2H
Another example would be the frost troll in Maelstrom that needs a ranged interrupt to keep it from destroying an island I would have to switch to back bar for that. As I have a ranged bow skill slotted with interrupt for that.
TLDR; I have more fun learning and playing with the mechanics of the game vs trying to burn something down.
I don't use rotations, for me the front bar is melee (2H) and the back bar is ranged (bow) the only reason I swap bars at all on this fight is for the extra weapons buff I tried to hit as she ran back towards me and lasts most of the time until I had to move again and the psijic recharge skill I used as I waited. The weapons buff on the front bar has a heal on it when it ends so I have to let it end to get the max heal but getting it restarted when I want was the problem I was running into. I was hitting the key but it was so close to the key I hit before it it would not register as if I hit it when I wanted it to.
Edit; the buff on the back bar works on all weapons, the one on the front only works with 2H
Another example would be the frost troll in Maelstrom that needs a ranged interrupt to keep it from destroying an island I would have to switch to back bar for that. As I have a ranged bow skill slotted with interrupt for that.
TLDR; I have more fun learning and playing with the mechanics of the game vs trying to burn something down.
LOL are you me??? I do exactly the same. Switching slows me and since I pvp most of the time, it fails to switch more often than not so I've adjusted to close and long. That too close key 'feature' annoys the crap out of me.
The thing that sets you apart on these changes is your experience. I've watched experienced players walk into dungeons on very low level toons and clean up. Not experienced players with the same setup will wipe.
These changes claim to be an aid for the not experienced. I don't see where that is happening.
YandereGirlfriend wrote: »Keeping the reversing trend going: can we please NOT nerf the Charged trait?
If it outperforms Precise in PvE then perhaps the issue actually lies in the strength of the DoT Status Effects such as Burning, Hemorrhaging, and Poisoned?
After all, there are plenty of Status Effects that deal no damage (e.g. Chilled, Sundered, Concussed, Overcharged, etc.) and nobody was complaining about them.
So let's treat the actual disease rather than the random symptom - adjust the Status Effect DoTs and leave Charged alone.
JustAGoodPlayer wrote: »When some one say about HA players - that like they can not it is funny for me - i think a lot of HA players a the best players in the game. They will not - yes may be / do not like.
Can not - lol - only LA players for now can not understand that thing they proud so much is some thing no one want to use.
Why not you do HA - you cannot ?
I thin with such logick yes - you can not.
HA players is exp players not a woody woodpeckers.
We respect ourself enough to not making our game in no thinking LA spam.
JustAGoodPlayer wrote: »When some one say about HA players - that like they can not it is funny for me - i think a lot of HA players a the best players in the game. They will not - yes may be / do not like.
Can not - lol - only LA players for now can not understand that thing they proud so much is some thing no one want to use.
Why not you do HA - you cannot ?
I thin with such logick yes - you can not.
HA players is exp players not a woody woodpeckers.
We respect ourself enough to not making our game in no thinking LA spam.
Not trying to bash you mate, but perhaps you wanna consider editing your post since not much make any sense. You seem to have something to contribute towards the discussions, but it's difficult to decipher in current state.