Anything that Stands out after IC patch that you think needs treaking?

leepalmer95
leepalmer95
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In my opinion theres a few things that need addressing:

Roots: they shouldn't of been made blockable, but they need to grant a cc immunity of something because root spam is such an annoying play style. Sick of root spam now, get rooted dodge roll out of it, get rooted, dodge roll, get rooted, dodge roll... have no stamina.

Seriously zos you can't change a big game mechanic like dodge roll and not change skills which the only way to escape is to use that mechanic.

Battle leveling: This is likely going to bring a load of Balance and such people spamming the thread but oh well... Increase dmg reduction i can accept to increase the TTK a bit. But to then battle level 80% (at least on console) and give them 30k hp without food while having a 50% dmg reduction on... It's so annoying to kill these people now, sure they don't have much dmg but if it's 2 people it's still stupidly difficult to kill 2 of them with a v16 because with food they are running around with 35k hp. That takes a while to get down and if their a temp they can literally heal back to full instantly. Drop the base hp from 30k to 23k and boost the mag/stam to 20k each and maybe a bit of regen. Not exactly a great idea to battle level to 30k hp in a dlc were dmg done = stones.

IC mobs: I understand they are mean't to be a challenge and i like the challenge but there is far too many packs, you literally need to sneak for 50% of your time in IC in order to not bump into a mob pack and get ganked by the nb squad, they should at least be far enough apart where you don't aggro entire packs just by walking.

Roaming bosses aggro: I'm not too clear how this works, but mostly if some random near me gets all happy with his bow and its the roaming boss why does the boss aggro onto everyone in the area and will go around kill each of us? You either have to change zones or just accept the stones you'll lose because of some random guy.

Escapes: If your going to add a punishment to dying into pvp then atleast give all classes a fair chance of escaping death by other players, if your a templar or Dk and you know that zerg is going to kill you, you literally can't escape. A nb can stealth and has a good chance of escaping, a sorc can bolt escape but at the risk of pulling half the mobs on the map, but theres still an espape. Give dk's and templars a escape.

The spawn areas: In some of the zones in IC the spawn area's are far to close to eachother, in arena the DC and EP spawns are literally next to each other i can shoot EP and they drop down from their spawn and walk 5m. Also some quests are positioned so badly, one quest is literally next to an ep spawn and was really annoying to get too. Spread the spawns out further.

Thats what annoys me anyway? did i miss anything?
Edited by leepalmer95 on September 23, 2015 3:08AM
PS4 EU DC

Current CP : 756+

I have every character level 50, both a magicka and stamina version.


RIP my effort to get 5x v16 characters...
  • UltimaJoe777
    UltimaJoe777
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    Only thing that bugs me that should have a fix coming is the inability to loot items that stack that you already have in your inventory when your inventory is full. Beyond that everything is copable.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    The champion system needs to be scrapped and softcaps re-introduced or everything is going to get nerfed again once people get enough power to re-create all the one-shot builds that the last round of nerfs temporarily eliminated.

    Detailed write up about how the champion system is slowly unbalancing the game HERE

  • Leandor
    Leandor
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    I disagree with everything in the OP except for maybe that if roots are supposed to be non blockable, their counter needs to be un-nerfed.
    Edited by Leandor on September 23, 2015 7:15AM
  • leepalmer95
    leepalmer95
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    Leandor wrote: »
    I disagree with everything in the OP except for maybe that if roots are supposed to be non blockable, their counter needs to be un-nerfed.

    Problem is people turn into acrobats again.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Leandor
    Leandor
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    Leandor wrote: »
    I disagree with everything in the OP except for maybe that if roots are supposed to be non blockable, their counter needs to be un-nerfed.
    Problem is people turn into acrobats again.
    If used to break free from roots, dodge will only cost base cost stamina, irrespective of how high the dodge penalty is stacked. Once broken free, the cost increase is back in force, including the "free" dodge that was used to break out for purpose of cost calculation.
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