MincMincMinc wrote: »Please download and try it for yourself on pts. The toggle is fine and plays far more smoothly than old cloak. Itll be far easier to time combos into ganks since you do not need to recast every other gcd.
This doesnt even affect bow gankers, because 90% of the time you are sitting in crouch and would only use cloak for 1-2s during initiation....
necro_the_crafter wrote: »necro_the_crafter wrote: »Its so funny to see nightblades overreacting to cloack change i cant stop laughing xD
Chill guys, your core concept hasnt been destroyed, it will be fine as a toggle, if anyone had play with vamps sating fury will understand that its not that bad, its easy to toggle in and out of that ability. And its as easy with a new cloack.
Seriously tho, only thing to complain its new cloak mana cost. As ZoS hadnt stated that ability rework was aimed at nerfing nbs ability to stealth mana cost should be adressed, as its is on pts drains mana ~50% faster thanks to recovery disable during toggle.
Now imagine you would've been trated as a necro, leaving healing morph of cloack on, and replacing invis cloack with a plain damage buff that also makes your every third surprise attack an aoe... God I hate GLS.
To be honest, yeah, they ruined it. ZOS should have gone the 33% increased cost patch like roll dodge and streak.
why exactly it is ruined outside of its cost issues?
huskandhunger wrote: »For werewolf some quality of life adjustments:
Pounce: for this ability and its morphs combine Carnage and the base ability into a single ability press for ease of use accessibility.
Claws of Life morph: separate out the healing of this morph to no longer be dependent upon damage. Instead make it a flat heal over time ~ 2000/second for 10 seconds.
🐺💕
acastanza_ESO wrote: »Since there is no thread for "Ill-considered combat balance adjustments" I'm going to repeat this here:
Revert the nerf to Azureblight Reaper
Azureblight Reaper is currently the ONLY set in the game that provides any counterplay at all to the abusive gameplay and disgusting shield and heal stacking of ballgroups. Deleting this set from PVP (make no mistake, that is exactly what this unjustified nerf has accomplished), is nothing but gift-wrapping Cyrodiil for these groups that everyone agrees need additional counters, not fewer.
To counter the dev comment, Plaguebreak does NOT fill the same niche, not at all. The entire point of Azureblight in PVP is that it is, literally, the only thing in the game capable of outputting enough damage to counter the absurd 60k+ shield stacks of Ballgroups that scribing and additional shield sets have enabled. Plaguebreak does NOTHING to this because the damage scaling is so in adequate that they can easily outshield it if it even manages to proc (they don't bother to purge it because it's damage is so pitiful, and they don't proc it by dying because the entire problem is that they can output so much disgusting shielding that they literally can never die).
Unless you're going to make actual meaningful nerfs to the undeniably out of control Shield and Heal stacking that Ballgroups have been empowered with though Scribing, this deletion of Azureblight from PVP MUST be reversed.
warm_blanket wrote: »The delay to tarnished is a start but not quite enough.
One of the major annoyances with the set is that it procs off dots. It's pretty funny that a player with this set on could tag you once and run away, yet the dot they stuck on you will continue to blast everything around with tarnished procs. They are actually buffing themselves via the sundered procs too, which is even funnier.
If anything this particular proc set of all of them shouldn't be able to trigger on dots given its disruptive audio/visual design - it's annoying and doesn't really fit for a slow burn dot to trigger sudden and loud explosions.
It really should only trigger off direct critical damage.
monkidb16_ESO wrote: »Why nerf Arcanist shield which lasts 1 second at full strength but leave Sorc with its broken 6 second shield?
Arc was already struggling in PvP and Sorc has been the best class for half a year now. Make it make sense to me.
YandereGirlfriend wrote: »
MashmalloMan wrote: »A lot of Templar's don't like the added taunt to both of their gap closers, I would suggest just dedicating 1 of the morphs to have taunt while the other does not, this way Templar's have an option instead of losing the skill entirely on DD or Healer to avoid messing with their Tank.
Can we stop making skill morphs nearly identical to each other? Specifically Templar has this issue on a lot of their skills.
Sun Shield morphs both deal damage, both apply minor maim, one has slightly better damage scaling, the other has slightly better shield scaling. I had a friend link me these morphs in game while I played my Sorc and I couldn't help but laugh at how pointless the morphs looked. In all cases, neither of these morphs are great at doing any of the 3 things it attempts to do, and neither stand out as meaningful choices from the other. What is the purpose of these morph choices?
Could apply the same logic for Puncturing Strikes, Radial Sweep, Focused Charge, Spear Shards, Backlash, Radiant Destruction, Sun Fire, Rushed Ceremony, Healing Ritual, and Rune Focus.
In my opinion, Templar has some of the worst class design in the game because the morph choices feel so 1 dimensional. Morphs are way too similar, as a result, 1 of them usually objectively stands out as the better option. Nothing you pick, even if it's the worse option, makes a substantial difference to HOW you play Templar.
MashmalloMan wrote: »A lot of Templar's don't like the added taunt to both of their gap closers, I would suggest just dedicating 1 of the morphs to have taunt while the other does not, this way Templar's have an option instead of losing the skill entirely on DD or Healer to avoid messing with their Tank.
Can we stop making skill morphs nearly identical to each other? Specifically Templar has this issue on a lot of their skills.
Sun Shield morphs both deal damage, both apply minor maim, one has slightly better damage scaling, the other has slightly better shield scaling. I had a friend link me these morphs in game while I played my Sorc and I couldn't help but laugh at how pointless the morphs looked. In all cases, neither of these morphs are great at doing any of the 3 things it attempts to do, and neither stand out as meaningful choices from the other. What is the purpose of these morph choices?
Could apply the same logic for Puncturing Strikes, Radial Sweep, Focused Charge, Spear Shards, Backlash, Radiant Destruction, Sun Fire, Rushed Ceremony, Healing Ritual, and Rune Focus.
In my opinion, Templar has some of the worst class design in the game because the morph choices feel so 1 dimensional. Morphs are way too similar, as a result, 1 of them usually objectively stands out as the better option. Nothing you pick, even if it's the worse option, makes a substantial difference to HOW you play Templar.
warm_blanket wrote: »The cloak changes seemed fine at first, but there's an annoying problem with disabling mag regen.
If a player happens to toggle cloak during a mag return tick they get no resources back, even if they cancel cloak immediately after. Trying to keep track of your return ticks and avoiding cloaking during them is finicky at best, in practice players will just have to deal with random ghosting of their mag ticks during fights with the current design. That's just annoying.
A better way of handling this is to remove the zero mag regen and keep the base cost of cloak the same as live. Since the new cloak ticks every 2s instead of 3s it is effectively 33% more expensive to use compared to live even with the same base cost.
Keeping the base cost the same also closes the loophole where toggling and immediately cancelling cloak to keep cloak buffs up is actually cheaper to do under the new cloak ruleset.
Another possible suggestion on top of this is to make the initial toggle into cloak cost extra, say 6k mag instead of the base 4.5k. This would make it more expensive to repeatedly cancel cloak purely to refresh the buffs it gives. It would also reward players who are using an active cloak counter by forcing their cloaking opponent to re-toggle cloak at the higher 6k cost if they want to escape.
Shadowy Disguise feels completely different to use and is significantly nerfed.
I understand wanting to make cloak more accessible/understandable to new players, but this change is confusing and enraging experienced nightblades. I haven't found one yet who enjoys or is indifferent to this change.
Instead of dumbing down the ability and nerfing NB sustain, how about teach newer players how to use the existing mechanics?
Learning and mastering mechanics = fun.