F-you zoos...f-you, I have had so much patience thinking that this was the patch where Templar of all specs would have somthingnto givenother than just our great healing and minor sorcery. I didn't think you could possibly do this to us. You did nothing but fix bugs that should have been fixed with small patches years agoyou gave us buffs that no one asked for through dark flare. You gave us a Laughable 1% increase to a morph of skill that need 10%, didn't do anything for blazing shield. Which was the only thing tanks really have unless they spec dps tank.we needed MORE recourse return, and you nerved what little amount we have through channeled focus. Then to top it all off you gave us 1 ducking meter added to sweep ultimate. You buffed nova synergy damage when it was the non synergy damage that needed buffed, gave us 2 seconds on vampires bane, which will Not make folks choose it over inner light then to top it all off, the spec for sta,ina for All classes except DKs didn't get ***. Why the didn't bow get some utility? Why must every decent stamina build have a two hander on his off bar. Two handers have execute, major brutality, and massive stun/massive damage skill....I REALLY was not expecting this when I opened patch noted today... extremely upset with you
ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
I have a V16 Magicka Sorc alt, on which I was expecting a major nerf, particularly to my 40K stacked damage shields, or perhaps my overcharge light attacks; but unless I missed it I'm not seeing anything here.
ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
well i normaly do agree but atleast in case of "Breath of Life" it requires no actual usage to see that a 25-30% healing reduction (reduction from 3 to 2 healed persons) without any compensation does not work. with this change BoL will no longer be used and will live a life in the shadows as healing ritual...
HR btw perfectly shows how to act change one stat adjust another incompensation to keep it balanced.
zerosingularity wrote: »So...About that Wrecking Blow,
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Nope, no changes. *sigh* Please remove the self-empower or at least fix the range issue. (The one where you are hit from 15 meters away.)
And what about letting us crit shields? Kinda would like to see some decent crit builds in pvp. If shields gave 50% crit mitigation (instead of 100%) it would still be better than having nothing.
themdogesbite wrote: »Alliance War related.. There was IMO no need to increae the base value of AP on a player. The reason behind the AP gain buff for small groups was the encourage this playstyle over a full raid. With the base increase large groups are still going to earn MORE AP then they currently are, which leaves them no reason to stop that playstyle. That is not the way to go!
To clarify, even with the buff to small group AP gain, thanks to the base increase in AP value, large groups still earn more AP then they do now. And thanks to their size they can still go into more or less every engage and be even more rewarded for their size then they are now.
This should really be looked into and possibly changed. Perhaps have the base AP buff increased in a group size of 8 or so and beyond that size drop it down to the current value, this would provide a great risk VS reward system, and would ensure that good players are rewarded for running in small groups. Which would help greatly with performance and offer a more intrestinf dynamic to PvP groups then the blob meta.
If this change stays in however, the large raids will still stay cause they get more rewraded for it now then ever before in terms of AP.
@ZOS_BrianWheeler @ZOS_GinaBruno Please reconsider.
themdogesbite wrote: »Alliance War related.. There was IMO no need to increae the base value of AP on a player. The reason behind the AP gain buff for small groups was the encourage this playstyle over a full raid. With the base increase large groups are still going to earn MORE AP then they currently are, which leaves them no reason to stop that playstyle. That is not the way to go!
To clarify, even with the buff to small group AP gain, thanks to the base increase in AP value, large groups still earn more AP then they do now. And thanks to their size they can still go into more or less every engage and be even more rewarded for their size then they are now.
This should really be looked into and possibly changed. Perhaps have the base AP buff increased in a group size of 8 or so and beyond that size drop it down to the current value, this would provide a great risk VS reward system, and would ensure that good players are rewarded for running in small groups. Which would help greatly with performance and offer a more intrestinf dynamic to PvP groups then the blob meta.
If this change stays in however, the large raids will still stay cause they get more rewraded for it now then ever before in terms of AP.
@ZOS_BrianWheeler @ZOS_GinaBruno Please reconsider.
Actually large raids (20+ ppl) will get roughly the same amount of ap (patch 2.2 compared to 2.3) while smaller grps get double the ap they used to get. It´s a good change.
themdogesbite wrote: »themdogesbite wrote: »Alliance War related.. There was IMO no need to increae the base value of AP on a player. The reason behind the AP gain buff for small groups was the encourage this playstyle over a full raid. With the base increase large groups are still going to earn MORE AP then they currently are, which leaves them no reason to stop that playstyle. That is not the way to go!
To clarify, even with the buff to small group AP gain, thanks to the base increase in AP value, large groups still earn more AP then they do now. And thanks to their size they can still go into more or less every engage and be even more rewarded for their size then they are now.
This should really be looked into and possibly changed. Perhaps have the base AP buff increased in a group size of 8 or so and beyond that size drop it down to the current value, this would provide a great risk VS reward system, and would ensure that good players are rewarded for running in small groups. Which would help greatly with performance and offer a more intrestinf dynamic to PvP groups then the blob meta.
If this change stays in however, the large raids will still stay cause they get more rewraded for it now then ever before in terms of AP.
@ZOS_BrianWheeler @ZOS_GinaBruno Please reconsider.
Actually large raids (20+ ppl) will get roughly the same amount of ap (patch 2.2 compared to 2.3) while smaller grps get double the ap they used to get. It´s a good change.
With the base increase per kill im pretty sure they will still get more, a larger group can engage in more fights which in the long run probably will gain them more AP. It's still a good change for small groups, but there is no reason to reward large groups in the process. If anything keep the base increase for a kill within the new value to a certain point of group size to furthere encourage smaller groups.
I might've missinterpeted the numbers though, im bad at maths and its late!
themdogesbite wrote: »themdogesbite wrote: »Alliance War related.. There was IMO no need to increae the base value of AP on a player. The reason behind the AP gain buff for small groups was the encourage this playstyle over a full raid. With the base increase large groups are still going to earn MORE AP then they currently are, which leaves them no reason to stop that playstyle. That is not the way to go!
To clarify, even with the buff to small group AP gain, thanks to the base increase in AP value, large groups still earn more AP then they do now. And thanks to their size they can still go into more or less every engage and be even more rewarded for their size then they are now.
This should really be looked into and possibly changed. Perhaps have the base AP buff increased in a group size of 8 or so and beyond that size drop it down to the current value, this would provide a great risk VS reward system, and would ensure that good players are rewarded for running in small groups. Which would help greatly with performance and offer a more intrestinf dynamic to PvP groups then the blob meta.
If this change stays in however, the large raids will still stay cause they get more rewraded for it now then ever before in terms of AP.
@ZOS_BrianWheeler @ZOS_GinaBruno Please reconsider.
Actually large raids (20+ ppl) will get roughly the same amount of ap (patch 2.2 compared to 2.3) while smaller grps get double the ap they used to get. It´s a good change.
With the base increase per kill im pretty sure they will still get more, a larger group can engage in more fights which in the long run probably will gain them more AP. It's still a good change for small groups, but there is no reason to reward large groups in the process. If anything keep the base increase for a kill within the new value to a certain point of group size to furthere encourage smaller groups.
I might've missinterpeted the numbers though, im bad at maths and its late!
IF a kill was worth 1000 base ap in patch 2.2 (its a little less) a 5 man grp would gain 300 ap per person.
A 24 man grp would get 138 ap per kill
With the changes a kill would be worth 2000 base ap and a 5 man grp would gain 600 ap per person.
Everyone in a 24 man grp would gain 125 ap per kill
Templar got one direct buff to one dps ability. And that's the dark flare which was already too powerful. And i believe that will be reverted due to the amount of incoming nerf threads after being abused.ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
well i normaly do agree but atleast in case of "Breath of Life" it requires no actual usage to see that a 25-30% healing reduction (reduction from 3 to 2 healed persons) without any compensation does not work. with this change BoL will no longer be used and will live a life in the shadows as healing ritual...
HR btw perfectly shows how to act change one stat adjust another incompensation to keep it balanced.
Templar always had the problem of being too good of a healer (without slotting a resto staff) to get meaningful changes in the dps department. Now that they changed (buffed) dps abilities it´s only logical to reduce the healing capabilities.
Templar got one direct buff to one dps ability. And that's the dark flare which was already too powerful. And i believe that will be reverted due to the amount of incoming nerf threads after being abused.ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
well i normaly do agree but atleast in case of "Breath of Life" it requires no actual usage to see that a 25-30% healing reduction (reduction from 3 to 2 healed persons) without any compensation does not work. with this change BoL will no longer be used and will live a life in the shadows as healing ritual...
HR btw perfectly shows how to act change one stat adjust another incompensation to keep it balanced.
Templar always had the problem of being too good of a healer (without slotting a resto staff) to get meaningful changes in the dps department. Now that they changed (buffed) dps abilities it´s only logical to reduce the healing capabilities.
Their resource management area is also got a nerf. Channeling focus bacame a true static buff where you place on ground and have to stay inside to get regen ticks.
ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
well i normaly do agree but atleast in case of "Breath of Life" it requires no actual usage to see that a 25-30% healing reduction (reduction from 3 to 2 healed persons) without any compensation does not work. with this change BoL will no longer be used and will live a life in the shadows as healing ritual...
HR btw perfectly shows how to act change one stat adjust another incompensation to keep it balanced.
Templar always had the problem of being too good of a healer (without slotting a resto staff) to get meaningful changes in the dps department. Now that they changed (buffed) dps abilities it´s only logical to reduce the healing capabilities.
Templar got one direct buff to one dps ability. And that's the dark flare which was already too powerful. And i believe that will be reverted due to the amount of incoming nerf threads after being abused.ZOS_GinaBruno wrote: »Everyone, please wait to submit your feedback until you've had a chance to test out the changes. Thank you.
well i normaly do agree but atleast in case of "Breath of Life" it requires no actual usage to see that a 25-30% healing reduction (reduction from 3 to 2 healed persons) without any compensation does not work. with this change BoL will no longer be used and will live a life in the shadows as healing ritual...
HR btw perfectly shows how to act change one stat adjust another incompensation to keep it balanced.
Templar always had the problem of being too good of a healer (without slotting a resto staff) to get meaningful changes in the dps department. Now that they changed (buffed) dps abilities it´s only logical to reduce the healing capabilities.
Their resource management area is also got a nerf. Channeling focus bacame a true static buff where you place on ground and have to stay inside to get regen ticks.
If they manage to buff the actual dmg of the vampires bane dot with enduring rays instead of only "buffing" the duration that´s a good dps buff aswell (i can already feel darkflare>charge>dawnbreaker threeshots).
I think the change on darkflare is good - it´s still a casted ability with a ridiculous traveltime - although i agree the other morph needs attention more than darkflare.
Not sure how i feel about rune focus. It was super powerful to begin with. Now it´s almost useless. It´s one of those - meh why - changes.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
CraftMaster wrote: »The breath of life nerf isn't the end of the world but it would make more sense to just reduce the amount the 3rd and 4th person get.