Extinct_Solo_Player wrote: »Vigor change doesn't make any sense at all, it didn't need major resolve and it it definitely didn't need a 22% heal nerf considering it's single target only. You should have just left it alone.
Extinct_Solo_Player wrote: »Vigor change doesn't make any sense at all, it didn't need major resolve and it it definitely didn't need a 22% heal nerf considering it's single target only. You should have just left it alone.
Major resolve on vigor does not make any sense to me, hurricane and ice fortress still too important to run, so you have to overlap buffs now, does not feel good, the healing nerf on the only HoT for stamina is too harsh too.
ZOS_GinaBruno wrote: »This is the official feedback thread for the combat changes in Update 35. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes. Specific feedback that the team is looking for includes the following:
- Light and Heavy Attacks
- Did you notice these adjustments on the PTS while playing?
- If you did, was it better or worse in your experience?
- What activities did you primarily feel the differences in, if any (parsing, dungeons, overland, dueling)? Please feel free to include before and after images of metrics on data, such as combat logs, to showcase your point.
- Do you feel like Light and Heavy Attacks still provide meaningful impact to your play experience after the adjustments? Please explain your reasoning.
- Damage over Time
- Did you notice these adjustments on the PTS while playing?
- If you did, was it better or worse in your experience?
- What activities did you primarily feel the differences in, if any (parsing, dungeons, overland, dueling)? Please feel free to include before and after images of metrics on data, such as combat logs, to showcase your point.
- After the balance changes, did you make changes to the amount of Damage over Time abilities your build utilized? Please explain any reasoning.
- While using Damage over Time effects, did you notice any other impacts on your play experience?
- Healing over Time
- Did you notice these adjustments on the PTS while playing?
- If you did, was it better or worse in your experience?
- What activities did you primarily feel the differences in, if any (parsing, dungeons, overland, dueling)? Please feel free to include before and after images of metrics on data, such as combat logs, to showcase your point.
- After the balance changes, did you make changes to the amount of Healing over Time abilities your build utilized? Please explain any reasoning.
- While using Healing over Time effects, did you notice any other impacts on your play experience?
- How do you feel about the healing experience and its overall impact in your primary activities (PvP/Dungeons/Solo/Trials)? Has your sentiment changed based on these PTS adjustments?
DeathStalker wrote: »I would consider myself one of the people this patch is supposed to target. I've never been able to figure out weaving. I have severe limitations on my hands and wrists because of arthritis and can't do a lot of APM. With High Isle, I've been playing Stamina and Magicka templars a lot. Good damage and sustain with high survivability. I say good damage but for me, that means 20-25k dps on a 6 mil dummy wearing hundings briarheart and oakensoul. I have other classes to play with, one of each class at least. With a Templar, especially a magicka Templar, I seem to be able to do most of the content I come across. I can solo any public dungeon and even most world bosses. I don't do 4 man dungeons cause I know I'm terrible and don't want to ruin anyone's time playing and having fun.
With all the above said to give context, I went on PTS to parse on my 6 mil dummy in my house. Templars first and could only muster around 12,500 - 15,000 dps. I found a similar drop on all classes with Necro seeing the smallest drop in dps from live. I worry if these changes go live, content I could clear before I won't be able to now. I wish I had recommendations but I don't. The damage nerfs didn't hit me as hard as some others have reported but they still hurt a lot. I also deeply dislike the oakensoul change and will consider it useless and stop using it if the current change goes live.
- Weapon
- Bow
- Volley:
- This ability and its morphs now last for 20 seconds, up from 10.
... to enemies in the target area every 1 second for 8 seconds, after a 2 second delay.
- Endless Hail (morph): This morph now increases the duration of the effect by 10 seconds, up from 4.
... to enemies in the target area every 1 second for 12 seconds, after a 2 second delay.
DeathStalker wrote: »I would consider myself one of the people this patch is supposed to target. I've never been able to figure out weaving. I have severe limitations on my hands and wrists because of arthritis and can't do a lot of APM. With High Isle, I've been playing Stamina and Magicka templars a lot. Good damage and sustain with high survivability. I say good damage but for me, that means 20-25k dps on a 6 mil dummy wearing hundings briarheart and oakensoul. I have other classes to play with, one of each class at least. With a Templar, especially a magicka Templar, I seem to be able to do most of the content I come across. I can solo any public dungeon and even most world bosses. I don't do 4 man dungeons cause I know I'm terrible and don't want to ruin anyone's time playing and having fun.
With all the above said to give context, I went on PTS to parse on my 6 mil dummy in my house. Templars first and could only muster around 12,500 - 15,000 dps. I found a similar drop on all classes with Necro seeing the smallest drop in dps from live. I worry if these changes go live, content I could clear before I won't be able to now. I wish I had recommendations but I don't. The damage nerfs didn't hit me as hard as some others have reported but they still hurt a lot. I also deeply dislike the oakensoul change and will consider it useless and stop using it if the current change goes live.
Is there any reason why Spirit Mender and Restoring Tether didn't have their durations adjusted?
Why is Spirit Mender still a 16/8 seconds duration skill and Restoring Tether a 12 seconds one when their damage counterparts(Skeletal Mage and Shocking Siphon) were changed to the ''10/20 seconds ruleset''
lordspyder wrote: »DeathStalker wrote: »I would consider myself one of the people this patch is supposed to target. I've never been able to figure out weaving. I have severe limitations on my hands and wrists because of arthritis and can't do a lot of APM. With High Isle, I've been playing Stamina and Magicka templars a lot. Good damage and sustain with high survivability. I say good damage but for me, that means 20-25k dps on a 6 mil dummy wearing hundings briarheart and oakensoul. I have other classes to play with, one of each class at least. With a Templar, especially a magicka Templar, I seem to be able to do most of the content I come across. I can solo any public dungeon and even most world bosses. I don't do 4 man dungeons cause I know I'm terrible and don't want to ruin anyone's time playing and having fun.
With all the above said to give context, I went on PTS to parse on my 6 mil dummy in my house. Templars first and could only muster around 12,500 - 15,000 dps. I found a similar drop on all classes with Necro seeing the smallest drop in dps from live. I worry if these changes go live, content I could clear before I won't be able to now. I wish I had recommendations but I don't. The damage nerfs didn't hit me as hard as some others have reported but they still hurt a lot. I also deeply dislike the oakensoul change and will consider it useless and stop using it if the current change goes live.
This is me exactly down to the damage numbers. It's probably the end of the line for me if this goes live. I'm no longer going to be invited to trials or able to do vet dungeons. I've played since beta, and this is the first time I'm seriously thinking about packing it in.
Your honest feedback, aka “knee jerk reactions”’ are “tired and disappointing” according to the creative director.
Cominfordatoothbrush wrote: »I have very mixed feelings on this one. Doing some parses (on nightblade) I'm down about 10k and the dot extensions don't make it quite as boring as I thought it'd be. I just spend a looot longer spamming surprise attack than before. Generally speaking I don't mind global dps nerfs BUT, big but: vRG and vDSR need to have lower boss health. It doesn't make sense to design trials around a 130k dps meta then slap down the highest parsing class by 20-30k (or so i've heard is the hit taken by sorcs) and everyone else by 10k or whatever.