Galeriano2 wrote: »There is a bug with the set that causes multiple players to get the explosion proc from the same instance of 20 stacks. Each explosion should be happening for 1 player which is not the case currently. There are sometimes 4 explosions happening at the same time.
Thinking about it, it may actually be doable to use a scribing skill for crux next patch. I don't like the idea, but with the numbers being upped on scribing, it may be a viable alternative, but still DOES NOT give us an execute.
Necro has been able to generate ulti out of combat for as long as I can remember, and NOW it is unbalanced. I'm not even going to touch the Blastbones fiasco.
Necro has been able to generate ulti out of combat for as long as I can remember, and NOW it is unbalanced. I'm not even going to touch the Blastbones fiasco.
I'm pretty sure the new Necromancer class set, from IA in the patch notes, is the root cause for this change.
*Corpseburster – Necromancer, Grave Lord
2 – Adds 129 Weapon and Spell Damage
3 – Adds 129 Weapon and Spell Damage
4 – Adds 657 Critical Chance
5 – Consuming a corpse causes the corpse to explode, dealing Magic Damage to enemies within 5 meters, increasing by 10% for each Grave Lord ability slotted. This effect can occur once every 0.5 seconds and scales off the higher of your Weapon or Spell Damage.
There is actually quite a few changes being discussed in this thread, that are easier to understand after reading through all of the patch notes.. some of which seem to pertain to itemization and new sets that are about to roll out. Whether or not we agree with those changes...
Galeriano2 wrote: »I agree, ZoS does not listen to playerbase at all. The adjusted jabs animation nobody wanted. All the power shifted to back end of combat and jabs totally losing their identity together with Burning Light. I liked the class a lot better before the change.. it still deals a truck ton of damage but only on execute really ^^ it's way less fun to play, jabs was fun, more versatility tbh. Now it is truly just beam and that's it. About the other classes I don't know the specifics, but I do know that the numbers and nerfs and such always been super random.. like nobody asks for it, nobody wants it and still it goes live. And we keep going. Honestly I'm baffled at how this game survives with this kind of mentality.
I know PvP lost a big part of population for a long time. The big groups are gone and I doubt they'll be back. Only a matter of time till PvE also loses big and then what?
Changes to jabs were actually requested by people. Not in a this specific current form but overall before changes happened templar in PvE basically became a prisoner of jabs because nothing else could beat that ability and it even reached the point of absurdity where just pure jabs spam was able to go over 100k DPS which is comparable to like 110k DPS these days. Many people considered templar a boring class because of it.
Galeriano2 wrote: »I agree, ZoS does not listen to playerbase at all. The adjusted jabs animation nobody wanted. All the power shifted to back end of combat and jabs totally losing their identity together with Burning Light. I liked the class a lot better before the change.. it still deals a truck ton of damage but only on execute really ^^ it's way less fun to play, jabs was fun, more versatility tbh. Now it is truly just beam and that's it. About the other classes I don't know the specifics, but I do know that the numbers and nerfs and such always been super random.. like nobody asks for it, nobody wants it and still it goes live. And we keep going. Honestly I'm baffled at how this game survives with this kind of mentality.
I know PvP lost a big part of population for a long time. The big groups are gone and I doubt they'll be back. Only a matter of time till PvE also loses big and then what?
Changes to jabs were actually requested by people. Not in a this specific current form but overall before changes happened templar in PvE basically became a prisoner of jabs because nothing else could beat that ability and it even reached the point of absurdity where just pure jabs spam was able to go over 100k DPS which is comparable to like 110k DPS these days. Many people considered templar a boring class because of it.
"A boring class because of it" but who cried for these changes? All the non-templars probably... that are now enjoying Arcanist which has filled that gap of really strong cleave due to a strong ability aka Fatecarver... The class ain't hard to play either so it also falls in the ball park of "old templar" ... Can you imagine an Arcanist without Fatecarver? I guess the answer is no.. AND it released like that, drew in a lot of people and people still 'enjoying' it. Why did jabs need that change? People enjoyed it. It should've been tweaked a little and given a proper animation and it was fine. But somehow they are fine with Templars just being ezpz beam right now and nothing else to bring. And Arcanists to be a really good all arounder class that is fairly easy to pick up. ZoS isn't able to "tweak" things it seems, either they destroy it or they make it busted.
I didn't liked the change, yeah...
PvP affecting PvE as always...
Now Arcanist doesn't have an execute. Perfect.
necro_the_crafter wrote: »I didn't liked the change, yeah...
PvP affecting PvE as always...
Now Arcanist doesn't have an execute. Perfect.
PvP have nothing to do with that. In ZoS own words this change was made to make both morphs a viable option. One as spammable and other as Burst. And problem was that spammable version was actually outdamaging burst version with its exectute scaling making it a go to choise every time at every build.
When i first picked up arcanist I already had thought about incoming nerfs, and make a few predictions:
1. Flail losing its aspects I was betting on healing at root to go away tho.
2. Beam damage depletes over distance.
I believe that beam should be targeted to not provide its damage for full range. Instead having one morph that :
1. deal its full damage to enemies in first 2/4 (0-11 m.) of ability range.
2. dealing 66% of damage to enemies at 3/4 (11-16m) of ability range
3. dealing 33% of damage to enemies at 4/4 (16-22m) of ability range
And another morph that is reverse of that, dealing max damage at max range and min damage melee, this way arcs would have one beam for range and one for meele, without having it cleave all throghtout its area. This change will require of arcs more precise positioning during fights as well as better stacking of adds by a tanks, and wouldn't change solo content by alot since arcs can pull for themselfs if needed to.
Its makes sense to me since jabs work kinda similar - dealing full damage to nearest target, and then lower to the rest of them.
necro_the_crafter wrote: »I didn't liked the change, yeah...
PvP affecting PvE as always...
Now Arcanist doesn't have an execute. Perfect.
PvP have nothing to do with that. In ZoS own words this change was made to make both morphs a viable option. One as spammable and other as Burst. And problem was that spammable version was actually outdamaging burst version with its exectute scaling making it a go to choise every time at every build.
When i first picked up arcanist I already had thought about incoming nerfs, and make a few predictions:
1. Flail losing its aspects I was betting on healing at root to go away tho.
2. Beam damage depletes over distance.
I believe that beam should be targeted to not provide its damage for full range. Instead having one morph that :
1. deal its full damage to enemies in first 2/4 (0-11 m.) of ability range.
2. dealing 66% of damage to enemies at 3/4 (11-16m) of ability range
3. dealing 33% of damage to enemies at 4/4 (16-22m) of ability range
And another morph that is reverse of that, dealing max damage at max range and min damage melee, this way arcs would have one beam for range and one for meele, without having it cleave all throghtout its area. This change will require of arcs more precise positioning during fights as well as better stacking of adds by a tanks, and wouldn't change solo content by alot since arcs can pull for themselfs if needed to.
Its makes sense to me since jabs work kinda similar - dealing full damage to nearest target, and then lower to the rest of them.
Galeriano2 wrote: »I agree, ZoS does not listen to playerbase at all. The adjusted jabs animation nobody wanted. All the power shifted to back end of combat and jabs totally losing their identity together with Burning Light. I liked the class a lot better before the change.. it still deals a truck ton of damage but only on execute really ^^ it's way less fun to play, jabs was fun, more versatility tbh. Now it is truly just beam and that's it. About the other classes I don't know the specifics, but I do know that the numbers and nerfs and such always been super random.. like nobody asks for it, nobody wants it and still it goes live. And we keep going. Honestly I'm baffled at how this game survives with this kind of mentality.
I know PvP lost a big part of population for a long time. The big groups are gone and I doubt they'll be back. Only a matter of time till PvE also loses big and then what?
Changes to jabs were actually requested by people. Not in a this specific current form but overall before changes happened templar in PvE basically became a prisoner of jabs because nothing else could beat that ability and it even reached the point of absurdity where just pure jabs spam was able to go over 100k DPS which is comparable to like 110k DPS these days. Many people considered templar a boring class because of it.
"A boring class because of it" but who cried for these changes? All the non-templars probably... that are now enjoying Arcanist which has filled that gap of really strong cleave due to a strong ability aka Fatecarver... The class ain't hard to play either so it also falls in the ball park of "old templar" ... Can you imagine an Arcanist without Fatecarver? I guess the answer is no.. AND it released like that, drew in a lot of people and people still 'enjoying' it. Why did jabs need that change? People enjoyed it. It should've been tweaked a little and given a proper animation and it was fine. But somehow they are fine with Templars just being ezpz beam right now and nothing else to bring. And Arcanists to be a really good all arounder class that is fairly easy to pick up. ZoS isn't able to "tweak" things it seems, either they destroy it or they make it busted.
LittlePinkDot wrote: »
People were not just using it for the execute...they were using it because it generates crux. The tentacular dread morph consumes crux, so it competes with beam. You can't really slot both beam and tentacular dread because you won't have enough crux...impervious runeward heal needs crux too. You can't even heal properly without crux.
If they would buff runeblades, more people would use it to generate crux.
Galeriano2 wrote: »Actually lot of templar players also requested a change to jabs because they didn't enjoy relying on jabs so heavily. Similarly lot of people atm don't like arcanist because of heavy reliance on beam.