I would like to suggest that all 5 meter range melee abilities receive a 2 meter range buff. Balance wise this does not change anything, but in terms of the quality of combat, this is a massive boon for anyone using these abilities. Since the server based location desync is likely something that is here to stay, this change seems logical as one that would improve the combat experience for many players. The passive on DK should be swapped for something new and equally useful, to avoid having their melee range be TOO long.
I would like to suggest that all 5 meter range melee abilities receive a 2 meter range buff. Balance wise this does not change anything, but in terms of the quality of combat, this is a massive boon for anyone using these abilities. Since the server based location desync is likely something that is here to stay, this change seems logical as one that would improve the combat experience for many players. The passive on DK should be swapped for something new and equally useful, to avoid having their melee range be TOO long.
As much as I agree people within 5 meters should be able to use their 5 meter abilities, it seems a little counter-intuitive to add an extra 2 meters to the melee within 5 meters because then the abilities would work at 7 meters making it to where you don't really have to be very close for melee abilities.
You also have to take into consideration that this would effect both PvP and PvE which means staves would be even more handicapped because the higher damage of melee would have a higher range which would continue to make staves more obsolete.
Perhaps this is the plan for the future: each class has a weapon type with which it can do the most damage. But that contradicts the ESO maxim, play as you like. Rather, it will be the case that you have to play exactly as ZOS wants you to.
There will only be one meta build for each class and the diversity will be lost. That’s a shame. ESO used to be such a great game.
Same. I have timers on my bars now bc that's how I really need to keep track of them firing since the patch. It also means I *know* they weren't on cool down before I hit them.Chiaroscuro wrote: »[*] Skills not firing. Whether this is because of reflexive attempted light-attack weaving or just how choppy the servers seem to be since this update I'm not sure but skills are really bad at firing since this patch.
- I'll fully own to not being an expert on what may be causing this, but I'm wired LAN with a fairly ok ping (sits around 100 or so most of the time) so I don't think its that.
ZOS_Gilliam wrote: »[*] Backlash’s final hit will dynamically scale with your highest offensive stats. It will also have a base line of damage that increases based on your damage done to the target, rather than exclusively scaling with Weapon or Spell Damage, and the damage being completely reliant on the target’s damage taken from you.
MetallicMonk wrote: »ZOS_Gilliam wrote: »[*] Backlash’s final hit will dynamically scale with your highest offensive stats. It will also have a base line of damage that increases based on your damage done to the target, rather than exclusively scaling with Weapon or Spell Damage, and the damage being completely reliant on the target’s damage taken from you.
I hope this does not mean you guys are buffing one of the most overpowered abilities in PvP, that would be very strange.
Currently PL hits extremely hard, it's one of the hardest hitting burst abilities in the game, as well as being completely unblockable and undodgeable. It is also bugged and allows the caster to reach the full damage scaling potential without putting near enough damage in.
If anything I'd consider fixing and nerfing this ability and giving templars back some love on their jabs as jabs was not really an issue with the class.
MetallicMonk wrote: »ZOS_Gilliam wrote: »[*] Backlash’s final hit will dynamically scale with your highest offensive stats. It will also have a base line of damage that increases based on your damage done to the target, rather than exclusively scaling with Weapon or Spell Damage, and the damage being completely reliant on the target’s damage taken from you.
I hope this does not mean you guys are buffing one of the most overpowered abilities in PvP, that would be very strange.
Currently PL hits extremely hard, it's one of the hardest hitting burst abilities in the game, as well as being completely unblockable and undodgeable. It is also bugged and allows the caster to reach the full damage scaling potential without putting near enough damage in.
If anything I'd consider fixing and nerfing this ability and giving templars back some love on their jabs as jabs was not really an issue with the class.