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THE PATCH NOTES

  • Minno
    Minno
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    dantator wrote: »
    Minno wrote: »
    "Puncturing Strikes: This ability and its morphs no longer knockback and apply crowd control immunity to the nearest enemy on the final hit; instead, they now snare that enemy by 70% for two seconds."

    Rejoice!

    Dang, that sounds real nice. Maybe even nice to the point of being OP?

    No mention of it going through shields. So not OP yet.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • dantator
    dantator
    ✭✭✭
    "Shifting Standard (Dragonknight Standard morph): Reduced the cost of this morph to 200 Ultimate from 250 Ultimate."

    Thank you :D
    +Divine Force+

    +Divines+
  • WRX
    WRX
    ✭✭✭✭✭
    Quick review:

    -Meteor: This ability and its morphs can no longer be reflected. We also fixed an issue where the damage over time from this ability would appear at the wrong location when cast on a moving target.

    -Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in an 8 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 5 seconds

    -Magma Shell (Magma Armor morph):
    This morph no longer grants a synergy to allies for a powerful damage shield; instead, it automatically applies the damage shield on nearby allies when the ability is used.
    Increased the radius of the shield application to 8 meters from 5 meters.

    -Fiery Grip:
    Extended Chains’ cost reduction and range increase effect is now a baseline effect for Fiery Grip.
    This ability and its morphs will now grant you the Major Expedition buff for 2 seconds after casting.
    This ability no longer attempts to pull you to the target if the target is immune to the pull.

    -Extended Chains (Fiery Grip morph):
    Renamed this morph to Unrelenting Grip.
    This morph no longer attempts to pull you to the target if the target is immune to the pull.
    This morph will now refund 100% of the ability’s cost as Magicka if it fails to pull a target.

    -Magicka Detonation:
    -Reduced the damage from this ability and its morphs by 15%.
    -Increased the amount of additional damage per hit to 10% additional damage per target hit from 5%
    -Increased the cap for the bonus damage to a total of 100% more damage done, from 25% more damage done.

    -Rapid Maneuver:
    -This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
    -Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
    -This ability and its morphs now only affect your group, instead of any friendly nearby ally.
    -Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.

    Barrier:
    -Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
    -Reduced the cost of this ability and its morphs to 200 Ultimate from 250 Ultimate.

    -Battle Resurrection: Fixed an issue where this passive ability would not function inside of Imperial City or the Imperial Sewers.

    -Efficient Purge (Purge morph): Increased the cost of this ability by 32%.

    Purge:
    -Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
    -Increased the radius of this ability and its morphs to 18 meters from 12 meters.
    -This ability and its morphs now only affect your group, instead of any friendly nearby ally.

    -CP passives are now almost entirely balanced. RIP Stam dominance.

    Dual Wield
    -Steel Tornado (Whirlwind morph): Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up.

    -Unstable Wall of Elements (Wall of Elements morph): Increased the damage from the final explosion from this morph by 75%. We also fixed an issue where the visual effects of the explosion from this morph did not match the actual damage.

    -Wall of Elements:
    -Increased the damage for this ability and its morphs by 80%.
    -Fixed an issue where Wall of Storms and its morphs were not setting concussed enemies off balance.
    -Fixed an issue where the visual effects from Wall of Flame and Wall of Frost would not be removed when they were recast at a new location.

    TEMPLAR:

    -Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.

    -Breath of Life only heals one additional target.


    I am sure I missed alot.
    Edited by WRX on February 3, 2016 10:08PM
    Decibel GM

    GLUB GLUB
  • WRX
    WRX
    ✭✭✭✭✭
    God those oil cats are going to be stupid OP.

    Unpurgable snare with stamina damage...

    I think it will still be purgable, unless I missed something.

    Overall the changes aren't bad. Back to the magicka meta, thank god.
    Edited by WRX on February 3, 2016 10:10PM
    Decibel GM

    GLUB GLUB
  • Minno
    Minno
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    ✭✭✭✭✭
    WRX wrote: »
    Quick review:

    -Meteor: This ability and its morphs can no longer be reflected. We also fixed an issue where the damage over time from this ability would appear at the wrong location when cast on a moving target.

    -Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in an 8 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 5 seconds

    -Magma Shell (Magma Armor morph):
    This morph no longer grants a synergy to allies for a powerful damage shield; instead, it automatically applies the damage shield on nearby allies when the ability is used.
    Increased the radius of the shield application to 8 meters from 5 meters.

    -Fiery Grip:
    Extended Chains’ cost reduction and range increase effect is now a baseline effect for Fiery Grip.
    This ability and its morphs will now grant you the Major Expedition buff for 2 seconds after casting.
    This ability no longer attempts to pull you to the target if the target is immune to the pull.

    -Extended Chains (Fiery Grip morph):
    Renamed this morph to Unrelenting Grip.
    This morph no longer attempts to pull you to the target if the target is immune to the pull.
    This morph will now refund 100% of the ability’s cost as Magicka if it fails to pull a target.

    -Magicka Detonation:
    -Reduced the damage from this ability and its morphs by 15%.
    -Increased the amount of additional damage per hit to 10% additional damage per target hit from 5%
    -Increased the cap for the bonus damage to a total of 100% more damage done, from 25% more damage done.

    -Rapid Maneuver:
    -This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
    -Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
    -This ability and its morphs now only affect your group, instead of any friendly nearby ally.
    -Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.

    Barrier:
    -Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
    -Reduced the cost of this ability and its morphs to 200 Ultimate from 250 Ultimate.

    -Battle Resurrection: Fixed an issue where this passive ability would not function inside of Imperial City or the Imperial Sewers.

    -Efficient Purge (Purge morph): Increased the cost of this ability by 32%.

    Purge:
    -Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
    -Increased the radius of this ability and its morphs to 18 meters from 12 meters.
    -This ability and its morphs now only affect your group, instead of any friendly nearby ally.

    -CP passives are now almost entirely balanced. RIP Stam dominance.

    Dual Wield
    -Steel Tornado (Whirlwind morph): Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up.

    -Unstable Wall of Elements (Wall of Elements morph): Increased the damage from the final explosion from this morph by 75%. We also fixed an issue where the visual effects of the explosion from this morph did not match the actual damage.

    -Wall of Elements:
    -Increased the damage for this ability and its morphs by 80%.
    -Fixed an issue where Wall of Storms and its morphs were not setting concussed enemies off balance.
    -Fixed an issue where the visual effects from Wall of Flame and Wall of Frost would not be removed when they were recast at a new location.

    TEMPLAR:

    -Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.

    -Breath of Life only heals one additional target.


    I am sure I missed alot.

    Magelight no longer decreases magicka. Only inner light provide increased magicka.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • themdogesbite
    themdogesbite
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    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.
    :]
  • WRX
    WRX
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    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.
    Edited by WRX on February 3, 2016 10:13PM
    Decibel GM

    GLUB GLUB
  • dantator
    dantator
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    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun
    +Divine Force+

    +Divines+
  • Ishammael
    Ishammael
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    ✭✭
    dantator wrote: »
    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun

    Now that proxy scales off the same CP line as elemental damage, I see it on DKs like:
    Prox --> Empower chains --> Shifting --> talons --> inhale --> huge AoE burst
  • WRX
    WRX
    ✭✭✭✭✭
    dantator wrote: »
    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun

    Throw the distanced mines in there.
    Decibel GM

    GLUB GLUB
  • dantator
    dantator
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    Ishammael wrote: »
    dantator wrote: »
    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun

    Now that proxy scales off the same CP line as elemental damage, I see it on DKs like:
    Prox --> Empower chains --> Shifting --> talons --> inhale --> huge AoE burst

    Ya, I'm loving the inhale change. Shifting Standard was amazing in group play before 1.6 hit, and now with the reduce cost, I can see a lot of banners dropping in group collisions.
    +Divine Force+

    +Divines+
  • Minno
    Minno
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    ✭✭✭✭✭
    [
    Ishammael wrote: »
    dantator wrote: »
    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun

    Now that proxy scales off the same CP line as elemental damage, I see it on DKs like:
    Prox --> Empower chains --> Shifting --> talons --> inhale --> huge AoE burst

    And there goesour answer to fighting zergs in IC without siege.
    Edited by Minno on February 3, 2016 10:27PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • mchermie
    mchermie
    ✭✭✭✭
    That cloak nerf though..
    Retired
    NA DC
    K-Hole
    McHermie NB - AR 42
    McHermes DK - AR 18
    Lord Typh Templar - AR 11
  • dantator
    dantator
    ✭✭✭
    WRX wrote: »
    dantator wrote: »
    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun

    Throw the distanced mines in there.

    Hahaha! Dude, I could imagine Meth right now. He is probably screaming like a little school girl haha

    He will probably hug Emp again.
    Edited by dantator on February 3, 2016 10:28PM
    +Divine Force+

    +Divines+
  • DemonDruaga
    DemonDruaga
    ✭✭✭✭
    like the changes to dk.. finally one can buff with molten again :)
    i think it looks good overall. did i just miss it or are there no changes to heavy armor? (armor in general)
    /edit also the changes in cp to elemental dmg thingy and defender gonna be interessting
    Edited by DemonDruaga on February 3, 2016 10:33PM
    Ardor // Dunkelsicht // Pakt
  • dantator
    dantator
    ✭✭✭
    Minno wrote: »
    [
    Ishammael wrote: »
    dantator wrote: »
    WRX wrote: »
    For the most part its very good changes. Manouver change can be a bit... troubblesome, will have to see how it turns out.

    Base buff of AP value on every player is not needed, it would be enough to just buff the value for groups up to the size of 6 or so and then have the value fall off.

    Definitely agree about the AP changes.

    Rapids will be huge, and will have to be spammed going in tough breaches.

    20k+ proxis will be a norm when people stack.

    Sorc proxi/DB combo! ;) 8 man sorc group poxi/db into huge zergs will be fun

    Now that proxy scales off the same CP line as elemental damage, I see it on DKs like:
    Prox --> Empower chains --> Shifting --> talons --> inhale --> huge AoE burst

    And there goesour answer to fighting zergs in IC without siege.

    Imagine if aoe caps will be removed while having this combo :D
    +Divine Force+

    +Divines+
  • dantator
    dantator
    ✭✭✭
    mchermie wrote: »
    That cloak nerf though..

    Ya, tbh that was unnecessary...
    +Divine Force+

    +Divines+
  • dantator
    dantator
    ✭✭✭
    "Reverberating Bash (Power Bash morph): Fixed an issue where you could stun a target multiple times with this morph before CC-immunity became active."

    They finally fixed this bug that has been around like what since beta?
    +Divine Force+

    +Divines+
  • Takllin
    Takllin
    ✭✭✭✭✭
    I wasn't really that excited about the Magicka DK changes, but they are nice buffs for large group play.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • God_flakes
    God_flakes
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    Zos WHY THE CLOAK NERF? Answer. Explain. NOW. :s
  • Ghostbane
    Ghostbane
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    ✭✭✭
    My thoughts:

    Class stuff

    DK burning Embers, interesting to see how the recast healing works
    MOAR SHACKLES
    Gap-closer
    "Its a bird, its a plane, ITS STONE FIST. *** EVERYWHERE"
    Molten Weapons: This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies.

    Goodbye Entropy, hello Inner Light.

    Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.

    Sixth time lucky.

    Crystal Blast (Crystal Shard morph): Increased the secondary splash damage of this morph by 25%.

    So that's why Sly Wolf came back.

    Empowered Ward (Conjured Ward morph):
    This morph now grants the Minor Intellect buff to you and nearby allies, and will not be removed if the caster’s damage shield is removed.

    This is actually a really interesting development, on having this shield up, you and your allies get 10% additional magicka recovery. Is it worth the extra shield being missing, or more incentive to run pets?
    Note that the pet will still be desummoned if you switch ability bars without slotting it.

    Kinda defeats the point on it being a non-toggle..


    Non class stuff
    Wall of Elements:
    Increased the damage for this ability and its morphs by 80%.
    Fixed an issue where Wall of Storms and its morphs were not setting concussed enemies off balance.
    Fixed an issue where the visual effects from Wall of Flame and Wall of Frost would not be removed when they were recast at a new location.

    Did... did people listen to the community!? Will have to check the melt meter to confirm if this is worth it.

    Efficient Purge (Purge morph): Increased the cost of this ability by 32%.

    Did ZoS do the impossible? A reason to run cleanse?

    Steel Tornado (Whirlwind morph): Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up.

    "Ok kids, we gonna kill people faster if we spread our ball radius by 2m"
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    350m+ AP PC - EU
    AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
    AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
    Addons
  • Recremen
    Recremen
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    Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Minno
    Minno
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    ✭✭✭✭✭
    @Nightblades remember your dmg abilities weren't even touched (aside from lotus fan being changed to magicka dmg). Keep this in mind when looking at that cloak nerf.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Takllin
    Takllin
    ✭✭✭✭✭
    Also the Proxy Det "nerf" is actually a huge buff.

    If you hit 4 or more people, it will do more damage than it currently does on live...
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Talcyndl
    Talcyndl
    ✭✭✭✭✭
    Purge and Steel Tornado were supposed to be changed in such a way that the Blob groups would no longer be all powerful. As we suspected with Eric Wrobel deciding, the changes will do nothing to weaken the Blobs. So lag will continue. Well, at least I can play during the day sometimes - where the Blobs are less common and the lag is bearable.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Talcyndl
    Talcyndl
    ✭✭✭✭✭
    Takllin wrote: »
    Also the Proxy Det "nerf" is actually a huge buff.

    If you hit 4 or more people, it will do more damage than it currently does on live...

    Yup. And Steel Tornado is getting a damage INCREASE. WTF?
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Derra
    Derra
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    ✭✭✭✭✭
    Leovolao wrote: »
    I don't really understand the pet changes, if the *** thing desummons if I swap bars and it's not on my second bar. How is that different from being a toggle?

    Depending on how the pet abilities work it´s now an active ability after being summoned. It could be really good or really bad depending on the implementation.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Minno
    Minno
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    ✭✭✭✭✭
    Recremen wrote: »
    Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.

    Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • zyk
    zyk
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    Minno wrote: »
    @Nightblades remember your dmg abilities weren't even touched (aside from lotus fan being changed to magicka dmg). Keep this in mind when looking at that cloak nerf.

    "don't be upset your core defensive ability was nerfed in multiple ways because not all of your abilities were nerfed."

    GOOD POINT, THANKS!

    ....
  • Recremen
    Recremen
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    Minno wrote: »
    Recremen wrote: »
    Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.

    Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.

    @Minno

    Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
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