I appreciate the acknowledgment that Flurry is inheriting DoT damage bonuses when it shouldn't. (I don't understand why it still does that after you claimed to have fixed it in 6.3.4, but that's another matter.)
MashmalloMan wrote: »This patch is a wash, you've messed up, I'm done being constructive for you (ZOS). Hours upon hours of testing by 100s of players doing free work for you.
You've shown your true colours. Your "knee jerk reactions" week to week of the PTS completely changing things like dots to empower to light/heavy's from 1 extreme to the other shows you have no idea what you're doing anymore.
None of the bugs or standardization issues I reported are fixed either. What is the point of standards if you don't actually use them?
I had hope you would bring back some class identity to Sorc because you specified us in the notes. Unfortunately you thought a small buff to Crystal Weapon as one of the worst spammables in the game now, coupled with an overbuff to Daedric Prey was enough. It wasn't. You only solidified pet sorc for pve dps is the only way to play them. Non pet sorc has been dead for years and stam sorc is stuck using pets now due to hybrid changes. Pvp sorc is in the can, we were hard carried by a few sets and instead of nerfing the sets, you nerfed the class. Thank you.
I'm not going to alpha test your game for another 3 months to just get ignored. Money talks, you'll notice what this patch has done to your revenue for the next 3-4 months. Thanks for nothing.
MindOfTheSwarm wrote: »I appreciate the acknowledgment that Flurry is inheriting DoT damage bonuses when it shouldn't. (I don't understand why it still does that after you claimed to have fixed it in 6.3.4, but that's another matter.)
Flurry has been a DoT for years. If it shows orange numbers instead of white numbers, then it is a DoT. This was stated by ZoS themselves when DoT and direct damage numbers got standardized.
So if Flurry should not be getting bonuses to DoT damage then its damage number coloring needs to be changed. Also, do not forget the the ability is still channeled and so will get bonuses from Deadly Strikes regardless.
Falcon_of_light wrote: »You just killed pvp stamblade... Congrats, you made it, now for sure...
In regards to the buff to the weapon and spell damage of Screaming Cliff Racer......Its still not going to make me use it.
You have overloaded the skill with buffs and specific requirements and bonuses from passives, but the core function of the skill still does not feel enjoyable to use, it is very clunky and slow to use. Please adjust the animation of this skill, even if its just to cast from your characters hand, rather than swooping down from a portal in the sky.
Ash_ShadowDragon wrote: »Falcon_of_light wrote: »You just killed pvp stamblade... Congrats, you made it, now for sure...
Sorry, but removing the stun from surprise attack is a great thing to do for stamblades that know how to play PvP. Surprise attack still gives off balance so a simple Med weave will stun, attacking from stealth will stun, and NB has a pretty good on demand stun as well.
Sadly, this really was the only real good change. Classes are still clunky because of cast times, and weird skill lag (Ambush). Templar jabs... I feel sorry for templar mains!
If you really think Stamblade has been "killed" then im sorry, but you really have no idea how to play Stamblade to its full potential. Removing the stun allows me to actually time a stun with a solid burst, not hope I get a stun when I really want to stun the enemy player.
velt88_ESO wrote: »As a new player on the skill floor -- you guys have gutted my build. The nerfs to the oakensoul and light attacks completely screw me. I'm only doing like 10-25k DPS depending on how long a fight lasts, I'm just barely stepping into solo trials on normal.
You've also ruined my speedy farming set with the changes to concealed attack by changing the 25% move speed while sneaking to minor expedition. The Jailbreaker set is now just time I wasted.
You killed the only thing I was excited about with the 4 second crit on Surprise attack. 4 seconds on a guaranteed crit means nothing when I'm sitting at 45% crit -- so this buff was actually just a nerf.
You've ruined my self heal in my tanking setup because I value mobility. Not that it matters, because tanking in this game isn't fun and feels bolted on without an aggro system or built in AOE taunts/pulls without running specific sets of armor which limit your survivability. You pretty much just killed my desire to tank in your game, Shadowy Cloak was basically the only nightblade ability on my sword and board bar. So now my bar is just going to be full of generic abilities. That kills any excitement I had towards my own character.
These changes do NOTHING to help people like me. Every thing you've changed that touches my class affects me negatively. Nothing I was doing was broken, I wasn't anywhere near 100k DPS. I don't PVP. All I do is overlands, trials and tank dungeons.
Who is this patch even for? It seems like your end game players don't want it, and I'm new -- I'm half blind. I'm terrible at video games and I certainly don't want it.
YandereGirlfriend wrote: »Wardens and their Shalks dunked into the sun despite overwhelming community feedback (and data) that it was a poor idea.
What is the purpose of this thread again?
At this point I'm convinced that they don't read any of the feedback given
velt88_ESO wrote: »As a new player on the skill floor -- you guys have gutted my build. The nerfs to the oakensoul and light attacks completely screw me. I'm only doing like 10-25k DPS depending on how long a fight lasts, I'm just barely stepping into solo trials on normal.
You've also ruined my speedy farming set with the changes to concealed attack by changing the 25% move speed while sneaking to minor expedition. The Jailbreaker set is now just time I wasted.
You killed the only thing I was excited about with the 4 second crit on Surprise attack. 4 seconds on a guaranteed crit means nothing when I'm sitting at 45% crit -- so this buff was actually just a nerf.
You've ruined my self heal in my tanking setup because I value mobility. Not that it matters, because tanking in this game isn't fun and feels bolted on without an aggro system or built in AOE taunts/pulls without running specific sets of armor which limit your survivability. You pretty much just killed my desire to tank in your game, Shadowy Cloak was basically the only nightblade ability on my sword and board bar. So now my bar is just going to be full of generic abilities. That kills any excitement I had towards my own character.
These changes do NOTHING to help people like me. Every thing you've changed that touches my class affects me negatively. Nothing I was doing was broken, I wasn't anywhere near 100k DPS. I don't PVP. All I do is overlands, trials and tank dungeons.
Who is this patch even for? It seems like your end game players don't want it, and I'm new -- I'm half blind. I'm terrible at video games and I certainly don't want it.
So players who lost the most damage are the solo players who miss out on the many different group buffs. And the only enemies that had their health reduced were bosses in group content, while solo arenas were not adjusted?
In regards to the buff to the weapon and spell damage of Screaming Cliff Racer......Its still not going to make me use it.
You have overloaded the skill with buffs and specific requirements and bonuses from passives, but the core function of the skill still does not feel enjoyable to use, it is very clunky and slow to use. Please adjust the animation of this skill, even if its just to cast from your characters hand, rather than swooping down from a portal in the sky.
You know, goblin shamans do have a small green bird they cast from their hand at you... and it is fairly quick
I'd be happy to get what the goblins in this game, get.....
Auldwulfe
xylena_lazarow wrote: »I think I'll just give them zero money until they actually fix this mess, preferably by rolling back u35 combat changes.
YandereGirlfriend wrote: »Wardens and their Shalks dunked into the sun despite overwhelming community feedback (and data) that it was a poor idea.
What is the purpose of this thread again?
At this point I'm convinced that they don't read any of the feedback given
Our “knee jerk reactions are…. tiresome and disappointing.” Why would they want to read them?
velt88_ESO wrote: »Who is this patch even for? It seems like your end game players don't want it, and I'm new -- I'm half blind. I'm terrible at video games and I certainly don't want it.
PrinceShroob wrote: »I do not understand why Advanced Species has not been reverted. If you are concerned about uncapped damage increases, Nightblade's Pressure Points and Dark Vigor passives, Sorcerer's Expert Mage passive, and Fighters and Mages Guild passives still provide "uncapped" increases to damaging stats.
If Advanced Species must be in puerile poetic parity with Frozen Armor, then alter Frozen Armor to provide 1% reduced damage taken per Winter's Embrace skill slotted. I do not believe that this would be a problem, as it would take six skills for a 6% reduction, a poor value compared to Revealing Flare's 10% reduction for a single skill slotted. And if it would be unbalanced... the ship is sinking. Who cares is some people are having fun in the water?
Alternatively, swap the functionality of Flourish and Advanced Species so that Advanced Species provides a static damage bonus for having a single Animal Companions skill slotted while Flourish provides a scaling magicka and stamina recovery bonus based on how many Animal Companions abilities are slotted.