RicAlmighty wrote: »The nerf to Pillar was completely unnecessary.
System_Data wrote: »Pillar of Nirn was clearly overperforming among its peers, doing almost as much damage as some trials sets. It was due for a nerf even if it took awhile to do so. Most players didn't use Pillar Of Nirn because they wanted to, but only because it was that strong.
RicAlmighty wrote: »
So now those players will simply move to one of those trial sets. How does this increase diversity of builds? All they’ve done is just add another set to the shelf with dozens of others that will see its usage fall. I fail to see this as a positive for the game. Shifting the meta by removing set viability is not the answer, it never has been. That’s not “balance”
RicAlmighty wrote: »
?I didn't mean to be salty, the nerf exists and, in my opinion, will be good for PVP, as it will be less overwhelming for beginners to fight Nirn opponents.
CameraBeardThePirate wrote: »Hey ZOS, I know the patch was "light on changes" (aka the same as every patch for the last year), but you know what wouldn't have taken much effort?
Tweaking the DoT proc setup that 80% of PvPers are running.
Not buffing DK again.
Adding Major Sorcery/Brutality to Necro.
Throwing a bone to Templar.
Those 4 small things would've been received far better than the entirety of balance changes you made this patch. You don't need to make sweeping changes to improve the meta, and doing nothing to even address the ridiculous meta we've been in for a year now is a kick in the teeth to the vast majority of your playerbase.
Do better. Communicate more. Implement the feedback you ask for time and again.
For some unknown reason, information about the new Mythic Items seems to be missing from the 9.2.0 instructions.
Is it intentional not to introduce the new Mythic Items information so that everyone can focus on the Classes sets, or is it just that the official forgot to introduce the new Mythic Items?
Galagladi Dragonblood wrote: »
Galagladi Dragonblood wrote: »
Yes, someone has mentioned it before, but its interface is not in English.
English version new mythic items:
For some unknown reason, the new mythic was ignored.
Buff of Radiant Glory makes Radiant Oppression even more senseless choice
... restore up to 1440 over the duration. The amount restored is increased by X% for enemies below 50% health"
RaptorRodeoGod wrote: »Galagladi Dragonblood wrote: »
Yes, someone has mentioned it before, but its interface is not in English.
English version new mythic items:
For some unknown reason, the new mythic was ignored.
This looks like a whack mythic lmao. Is it the only one this update?
RaptorRodeoGod wrote: »Galagladi Dragonblood wrote: »
Yes, someone has mentioned it before, but its interface is not in English.
English version new mythic items:
For some unknown reason, the new mythic was ignored.
This looks like a whack mythic lmao. Is it the only one this update?
chessalavakia_ESO wrote: »Would ESO's design support changing the skills people have when they join a group without significant performance issues?
If it would, could you have a grouped Blessing of Protection that ignored pets and a non-grouped Blessing of Protection that healed them?
Billium813 wrote: »Buff of Radiant Glory makes Radiant Oppression even more senseless choice
Ya, the state of Radiant Destruction is rather disappointing. The difference between both morphs is so small and Glory is almost always better. It's +480% damage plus +20% heal vs +500% damage. It's such a minor difference that makes Oppression is barely worth it unless you're pushing some kind of DPS build for that 1% damage difference. Now, Glory is just... even more obviously the best... but ZOS seems to treat this like players need to make some kind of real decision.
Radiant Destruction USED to be Blinding Flashes. At the time, it was a Skill more aligned with Tanking! Then, it was changed into a more DPS focused Skill called Radiant Destruction. Both morphs seem to be aligned with DPS now, which I think is not a good design. There will almost always be one morph being overwhelmingly preferred and the other will end up being barely ever used... which is where we are at now... I would personally like to see the Radiant Glory morph redone as a Support aligned morph instead.
With the casting time and enemy health restriction, I think Radiant Glory could be an interesting class based version of Equilibrium that actually returns MORE Magicka then it takes to cast once the enemy gets low enough. I know this could totally upset PvP... but perhaps there is a cool design in there if someone can work it out (maybe make the channel time 2.2 seconds?). Templar Tanking at the moment has a difficulty with Magicka management and a new kind of Equilibrium could be an interesting solution!
As is, my biggest issue with the new Radiant Glory is that its almost impossible to understand what it does based on the tool tip!
> Restore 480 per tick...
The channel time is 1.8 seconds. It doesn't say anywhere that there are 3 ticks of 0.6 seconds for the whole channel. This whole "tick" concept is such a bad wording cause a player doesn't know what that means and with the scaling, it's hard to calculate what this even does based on the tool tip.
Just say... restore up to 1440 over the duration. The amount restored is increased by X% for enemies below 50% health"
> Based on the target's missing Health
Can you be anymore cryptic?! How much missing health? How much does this scale? Is there a max amount of Magicka the player can restore? Is it based on the percentage of missing health or total amount? Such terrible wording. smh
Necrotech_Master wrote: »Billium813 wrote: »Buff of Radiant Glory makes Radiant Oppression even more senseless choice
Ya, the state of Radiant Destruction is rather disappointing. The difference between both morphs is so small and Glory is almost always better. It's +480% damage plus +20% heal vs +500% damage. It's such a minor difference that makes Oppression is barely worth it unless you're pushing some kind of DPS build for that 1% damage difference. Now, Glory is just... even more obviously the best... but ZOS seems to treat this like players need to make some kind of real decision.
Radiant Destruction USED to be Blinding Flashes. At the time, it was a Skill more aligned with Tanking! Then, it was changed into a more DPS focused Skill called Radiant Destruction. Both morphs seem to be aligned with DPS now, which I think is not a good design. There will almost always be one morph being overwhelmingly preferred and the other will end up being barely ever used... which is where we are at now... I would personally like to see the Radiant Glory morph redone as a Support aligned morph instead.
With the casting time and enemy health restriction, I think Radiant Glory could be an interesting class based version of Equilibrium that actually returns MORE Magicka then it takes to cast once the enemy gets low enough. I know this could totally upset PvP... but perhaps there is a cool design in there if someone can work it out (maybe make the channel time 2.2 seconds?). Templar Tanking at the moment has a difficulty with Magicka management and a new kind of Equilibrium could be an interesting solution!
As is, my biggest issue with the new Radiant Glory is that its almost impossible to understand what it does based on the tool tip!
> Restore 480 per tick...
The channel time is 1.8 seconds. It doesn't say anywhere that there are 3 ticks of 0.6 seconds for the whole channel. This whole "tick" concept is such a bad wording cause a player doesn't know what that means and with the scaling, it's hard to calculate what this even does based on the tool tip.
Just say... restore up to 1440 over the duration. The amount restored is increased by X% for enemies below 50% health"
> Based on the target's missing Health
Can you be anymore cryptic?! How much missing health? How much does this scale? Is there a max amount of Magicka the player can restore? Is it based on the percentage of missing health or total amount? Such terrible wording. smh
its very straightforward lol
the amount of mag restored is also based on the execute
the skill ticks 3 times, at each tick it restores mag, with an amount varying from 0 to 480 based on how much hp the enemy is missing
the only thing that is not entirely clear, is if the execute % of the mag restore starts at 50% like the rest of the skill (i personally would assume it was)
it actually kind of works out a bit, 480% is the max execute dmg, 480 is the max mag restored
so theoretically if the enemy was at 25% hp (half scaling of the execute) then you would be getting +240% dmg and +240 mag per tick
im still very excited for this change, ive always used radiant glory because of the healing, but this change will actually improve sustain during execute on my stamplar
Billium813 wrote: »wait, wat? You don't get the full 480% damage increase, and full magicka restore, until the enemy is at 0% health?.