Attorneyatlawl wrote: »Strider_Roshin wrote: »Can you mention anything specific in regards to how you plan on making Nords more powerful? They are suppose to be the greatest warriors after all, and while rugged is good, the other passives aren't worth putting a skill point into.
I must disagree here. The hp regen passive is actually very powerful when used in a suitable build as your hp regeneration ticks every two seconds and is persistent, unaffected by heal debuffs, and 100% passive. I would like to know if this passive may be undergoing changes as I planned to roll a Nord using hp regen and the incoming damage reduction to be very durable. Can we get a bit of information as to how these may be changing so we can plan ahead? That is a very good question I am glad you brought up, @Strider_Roshin .
Strider_Roshin wrote: »Attorneyatlawl wrote: »Strider_Roshin wrote: »Can you mention anything specific in regards to how you plan on making Nords more powerful? They are suppose to be the greatest warriors after all, and while rugged is good, the other passives aren't worth putting a skill point into.
I must disagree here. The hp regen passive is actually very powerful when used in a suitable build as your hp regeneration ticks every two seconds and is persistent, unaffected by heal debuffs, and 100% passive. I would like to know if this passive may be undergoing changes as I planned to roll a Nord using hp regen and the incoming damage reduction to be very durable. Can we get a bit of information as to how these may be changing so we can plan ahead? That is a very good question I am glad you brought up, @Strider_Roshin .
If you're going to spec a health regen build; you're going to be sacrifIcing a lot in order to do so; whether it be health or stamina. Sacrificing either of these will make your character weak and vulnerable to burst damage. The issue with robust is that health regeneration by default is incredibly low so 30% really isn't that much at at, and the amount of buffs/enchantment you'll have to add in order to make the passive useful will render your character useless.
It's cool that you guys take time out of your day to do this when you don't have to.
WilliamandBarry wrote: »It is difficult to outline the developer's vision on itemization without talking about your current (or soon would be) philosophy on the "item chase". Now my grand-theme question is, what is your vision on how to make players chase for items?
More specifically, in the short term, the developers are aware of issues of players currently chasing after the few very powerful sets, namely, ravagers, martial knowledge, silk of the sun, and so on. But is the design philosophy focused on creating equally powerful sets, and nerf the existing sets to the ground (Sun and Ravager probably being the two offenders here), thus making players to chase the new powerful sets you create; or alternatively, leave the existing powerful sets untouched, but introduce sets that are a lot more powerful?
And in the long term, the latter approach is akin to some Diablo 3 season system where items are adjusted rarely, instead, new seasonal items are a lot more powerful than earlier season's items, with previous season's items can be obtained much easier. It received overwhelming success because psychologically, we want more power and being rewarded. Do you embrace this approach or disagree with it, why or why not? Because let's say if you nerf ravagers or just create a set a lot more powerful than ravagers, no one simply would go get the item you worked hard to create ever again. Would you rather leave ravagers/sun alone as a intermediate step to create a item chase, or completely revamp the system and soft-remove these items.
A more separate question from above. We have seen the more recent development trend to make items more powerful is load more set bonuses, is that the vision going forward? If so, is crafting going to be matched with more set bonuses or is crafting simply an intermediate step to the final goal? Is there plan to make existing elite level drop in SO and other trials ...more useful? For them being the hardest content, the drop are not good in the slightest.
Lastly, to reflect the past and what led to the itemization problems today, what would you say caused the current problems in itemization: little diversity, a few very powerful sets, pvp items are immensely powerful forcing players to farm gold or pvp, pve items are incredibly underwhelming even from the hardest contents. What would you do to prevent the same from happening again?
For players attempting to defeat the (new) hardest content, there will always be min-maxxers, attempt to find the best build. The past developer's actions have been to hinder and forbid such practice, by not implementing target test dummies, by poorly wording passives to confuse players (2h passive heavy weapon and dualwield passive: twin blade and blunt for example, does the same things for swords, increase all damage done by 5%, yet their wording are worldly different by a reasonable plain reading of the text), and a few other steps. These practices have not stopped players from doing that, instead, players just find alternatives, via hours of testing and using bloodspawn as an alternative dummy. Is this really the vision of developers? Or are the developers thinking forward on a different resolution to this, such as:
content with dps-testing on dummies, number crunching and theory-crafting, but at the same time offer a diverse amount of play styles. For example, a dk may use the sun build that spam molten whip, or use a heavy weapon attack build using infallible aether, both have its pros and cons and do similar amount of dps, but giving players more choices and making more sets useful. However, this cannot be done without the implementation of dps dummies to test, else the players will just spend an enormous amount of money or get to feel the viability of the build. I think the core philosophical question here is if the developers still see prohibition of testing and suppression of information is the best way forward in term of future itemization and builds.
When templar skills finally be fixed? Focused Charge with infamous GCD, Puncturing strikes who buff enemy with CC immunity currently are marked as "working as intended," when you will take a look on them again?
I have a few:ZOS_JessicaFolsom wrote: »This Thursday, July 2nd, we'll have Lead Combat Eric Wrobel on ESO Live to talk about combat and itemization improvements and fixes coming in our next major game update. If you have a question for Eric about skill lines, item sets, traits, passives, anything related to combat and itemization, post it here! We'll pick a handful of your questions for him to answer live on the show.
Attorneyatlawl wrote: »When templar skills finally be fixed? Focused Charge with infamous GCD, Puncturing strikes who buff enemy with CC immunity currently are marked as "working as intended," when you will take a look on them again?
You may be encountering latency, because I am able to use explosive charge on my templar and immediately partial heavy weave and aoe. As to the spear jabs cc'ing... they do cc. Just like every other knockback, such as flame reach, it triggers the automatic 5 second cc immunity. Break free is a lot longer but requires the enemy's input and resources. I wouldn't ask for the knockback to be made bigger, but I also don't want it gone because it serves as an interrupt. Changing it to a stun, root, or other stronger cc would end up being over the top given how good the skill is when used with the right gear (5pc cyro light, healing + big flat damage reduction) and/or times (nomnom blazing spear immediately followed by backlash + dark flare + healjabs right as the flare lands... they usually start to move right as that jabs ends, just in time for an instant no travel time first tick of radiant oppression to hit them, or if high health a total dark cast makes a nice alternative...) like most other skills.