RadioheadSh0t wrote: »God those oil cats are going to be stupid OP.
Unpurgable snare with stamina damage...
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.
themdogesbite 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.
themdogesbite 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.
themdogesbite 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
themdogesbite 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
themdogesbite 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
themdogesbite 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
themdogesbite 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.
[themdogesbite 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.
Molten Weapons: This ability and its morphs now applies a 30 second Major Sorcery buff for you and nearby allies.
Focused Charge: This ability and its morphs are now more responsive, and will no longer cause you to become stuck in the charge animation.
Crystal Blast (Crystal Shard morph): Increased the secondary splash damage of this morph by 25%.
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.
Note that the pet will still be desummoned if you switch ability bars without slotting it.
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.
Efficient Purge (Purge morph): Increased the cost of this ability by 32%.
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.
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...
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?
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.
@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.
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.