Karma2Burn wrote: »I know we’re all concerned with many different aspects of the game but can we please make hundings a craftable set? I’m tired of farming dungeons for hundings rage set pieces and getting nothing.
Now we are talking.
However I fail to understand how "sticky" skills such as Lightning Form or even Artic Blast that require you to be almost close to melee range the target are considered safer skills with less risk than ranged skills like Wall of Elements or Spear Shards.
With Light Attacks ranged deal 10% less then melee because the risk is lower since you are from range with Dots seems to be the opposite principle.
I understand the idea but don't agree with the execution, classifying DoTs simply as sticky and static is a oversimplification of a more complex system, DoTs types vary between AOE (Wall of Elements) ground base DoTs, self AOE (Lightning Form) DoTs around player, Single Target (swarm) DoT on target and AOE Single Target (Carve) single target DoTs that have origin in AOE attacks that remain with targets after they leave to AOE range or after the AOE effect ends.
The problems with the new DoTs change as stated by @ZOS_Gilliam :
"Loss of reactive gameplay with ticking Area of Effect-based and the extension of durations on Area of Effect-based abilities actively harms their effectiveness since their power has been stretched out over a longer period, further increasing their risk of targets not staying in the area."
The solution:
Make Single target DoTs skills deal a small percentage of the damage on cast and have the DoT deal increased damage the longer it lasts.
Make AOE DoTs deal a higher percentage of the damage on cast and decreased DoT damage the longer it lasts.
This is exactly what we expected. They still don't get it.ZOS_Gilliam wrote: »A friendly reminder that providing data always helps us far more than anecdotal feedback, though both are still welcome.
You need to listen to vastly more anecdotal data and stop staring at the spreadsheets. Stop making every sticky dot in this game exactly the same, and every static dot exactly the same, and every spammable exactly the same.
We needed some indication that the combat team understood why we were upset. We got the opposite.
starkerealm wrote: »The irony in these changes is, they're going to work out to be even worse than the Week 1 changes.
This keeps the absolute crippling damage nerfs on new players and lower end DPS, while it lessens the nerfs on the mid to upper end players.
So, where the existing PTS build hits new players extraordinarily hard, while nerfing endgame DPS, this is going to slap endgame DPS on the wrist, and still cripple new players.
The whole revolving door routine only works if you have people coming in the door.
Half the classes also won't be able to sustain with how much more expensive they made the ground dots. I don't get why we are making ground dots more expensive than single target ones AGAIN when this was tried before and this same team reverted it due to the backlash.
remember when the game got overhauled in the Hyrbidization patch many months ago
. . . and in that time ZOS hasn't been able to give us hyrbid pots or weapon / spell damage jewelry glyphs
but we do have a card game
. . .
"priorities".