Billium813 wrote: »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
oh ya, it's very straight forward...
except for understanding how much mag will be restored, what the requirement is to start restoring mag, and what a "tick" even is in the game. It might as well say "Sometimes, Radiant Glory will restore some Magicka". The effect may be straight forward (it restores mag), but my point is that it's terribly worded in the tooltip.
> 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
wait, wat? You don't get the full 480% damage increase, and full magicka restore, until the enemy is at 0% health? But you get the full 20% health restore always. So, doesn't that make it sound like its theoretically impossible to get the full amounts in the tooltip since there won't BE any ticks once the enemy is dead? How can a player know how this skill even works when the tooltip is so vaguely written, and yet complex with 3 different things going on in it (health, damage, and mag)? It has a duration, uses ticks, depends on enemy health, scales each resource at different percentages. This Skill is so poorly created; it's just a dumping ground of effects! It really needs a total redesign. Yuck.
Another skill I'd like to see considered for the single-bar treatment would be Guard (and it's morphs) from the Support skill line. As of now, if you have it slotted and activate it on an ally, the ability drops if it isn't on both bars (like sorc pets and warden bear do). I'm not on the cutting edge of PVP strats and the ramifications that would potentially have, but I think it'd be neat and would make it a contender on a healer in perhaps a 4-person group.
In regards to Pets not being targets for healing abilities and sets, I'd like to see pets removed as valid targets from the Mend Wounds (and its morphs) skill from the Psijic Order skill line. Currently pets can intercept heals from the single-target healing skill which can be really disruptive. The Twilight's hitbox for it is particularly large, or at least very easy to hit since the creature is head-level.
A little unrelated, but I think it would be kind of nice if the ability also highlighted your target when active like the Nature's Grasp skill does from the Green Balance skill line. Currently it's a little difficult to know for sure who your target is going is going to be, making a misplaced heavy attack with the skill costly.
Tyrant_Tim wrote: »Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.
All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.
Tyrant_Tim wrote: »Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.
All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.
sh4d0wh4z3 wrote: »Tyrant_Tim wrote: »Congrats on finally hitting Corrosive, feel like it’s a bit of a miss though as no ability should provide half of all your resources, full penetration, and nearly full mitigation for any duration.
All you’ve accomplished is slow down the ultimate by 10 seconds, without actually tackling the root problem.
Was thinking the same. The nerf is only addressing the new DK set and nothing else. It should address the underlying issue of going against the standards mostly every other skill follows. Magma Shell/Armor should remain unchanged, but corrosive should lose its mitigation bonus.
YandereGirlfriend wrote: »Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.
In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.
Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.
So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
acastanza_ESO wrote: »YandereGirlfriend wrote: »Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.
In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.
Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.
So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.
YandereGirlfriend wrote: »acastanza_ESO wrote: »YandereGirlfriend wrote: »Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.
In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.
Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.
So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.
It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.
YandereGirlfriend wrote: »acastanza_ESO wrote: »YandereGirlfriend wrote: »Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.
In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.
Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.
So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.
It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.
acastanza_ESO wrote: »YandereGirlfriend wrote: »acastanza_ESO wrote: »YandereGirlfriend wrote: »Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.
In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.
Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.
So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.
It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.
Only affecting 6 people was clunky and inconsistent with other group-affecting skills but even prior to that change the overall shielding was too strong, so in order to compensate for the buff but also give the skill a 100% necessary nerf it needed even before the buff they adjusted the re-shielding frequency. The developer comment on their logic was 100% clearly communicated and completely sound.
acastanza_ESO wrote: »YandereGirlfriend wrote: »acastanza_ESO wrote: »YandereGirlfriend wrote: »Just have to say that the giga-nerf to Gibbering basically banishes it to the shadow realm.
In terms of total shielding, it should have been increased to an every-other second cooldown in order to keep the ability at the same power budget that it enjoys currently.
Rather, it has now taken a giant 50% nerf to overall shielding - and possibly even more if one accounts for the fact that the total duration of the ability (10 seconds) is not even a multiple of the cooldown. That means that you can only ever expect THREE procs of the shield and, quite likely, you will only get TWO if you take damage a second or two into the ultimate's duration.
So this change is a giant swing-and-a-miss, IMO, that reduces class identity rather than enhances it.
Lol, this change is good. The double shielding by stacking Gibbering with Barrier was obscene. They also gave gibbering a buff in the first PTS notes by allowing it to hit all 12 group members. The skill is still very strong. Complaining about this absolutely justified nerf could only come from groups that were abusing this skill to become nigh unkillable.
It's a 50% nerf at minimum from what it currently allows (depends upon if you get 3 or only 2 group shield ticks). It is just very perplexing why they lifted the target cap and then smashed the nerf hammer back down on it.
Only affecting 6 people was clunky and inconsistent with other group-affecting skills but even prior to that change the overall shielding was too strong, so in order to compensate for the buff but also give the skill a 100% necessary nerf it needed even before the buff they adjusted the re-shielding frequency. The developer comment on their logic was 100% clearly communicated and completely sound.
For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.
grzes848909 wrote: »Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.
gariondavey wrote: »For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.grzes848909 wrote: »Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.
@IncultaWolf and many others want this too
IncultaWolf wrote: »gariondavey wrote: »For the love of god, how does necromancer not have major sorcery/brutality and prophecy/savagery added to their skills yet. Put one buff on skeleton mage/archer and the other on syphon. Just DO IT.grzes848909 wrote: »Give sorc and necro a source of major prophecy from their class abilities, just like the rest of classes.
@IncultaWolf and many others want this too
You forgot @CameraBeardThePirate
Put the buff on the skeletal archer/arcanist and make it active on either bar while slotted, since that seems to be popular lately