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.
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.
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.
So it can't be dodged? I honestly never bothered to figure that out - easier to reflect it.
If not, will Dragon Leap/Take Flight get the same 'can't be avoided' treatment? Or should I just slot Meteor when Thieves Guild drops?
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.
So it can't be dodged? I honestly never bothered to figure that out - easier to reflect it.
If not, will Dragon Leap/Take Flight get the same 'can't be avoided' treatment? Or should I just slot Meteor when Thieves Guild drops?
I mean, your build is your business, but it will probably be silly not to unless you're running some other import ultimate for your group.
PainfulFAFA wrote: »Alliance war abilities FINALLY GETTING NERFED ^_^
this will ease the lag i'm hoping
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.
God_flakes wrote: »Zos WHY THE CLOAK NERF? Answer. Explain. NOW.
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.
Activate ulti, drop cc. Worked 90% of the time for me. And when it didn't, I had defensive posture on the backbar to play hot potato. When that fails...I block.
Darnathian wrote: »God_flakes wrote: »Zos WHY THE CLOAK NERF? Answer. Explain. NOW.
Seriously? Because it was a one stop shop for nbs. seriously op. now slot purge like everyone else.
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.
Activate ulti, drop cc. Worked 90% of the time for me. And when it didn't, I had defensive posture on the backbar to play hot potato. When that fails...I block.
Okay, but I'm not sure if you're for or against the change. It sounds like you were playing smart with it and had your bases covered. LET ME ARGUE WITH YOU.
CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
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.
Activate ulti, drop cc. Worked 90% of the time for me. And when it didn't, I had defensive posture on the backbar to play hot potato. When that fails...I block.
Okay, but I'm not sure if you're for or against the change. It sounds like you were playing smart with it and had your bases covered. LET ME ARGUE WITH YOU.
And I just played PTS. Meteor change isn't that bad. Time to block and pay attention to your stam pool.
CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best at doing on the PTS. Mag dk is excellent too, just a lot different than since I played last.
Joy_Division wrote: »CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best at doing on the PTS. Mag dk is excellent too, just a lot different than since I played last.
That was said in 1.6. Offensively they are better but purify was huge for their defense and that's gone with nothing to replace it.
@Wrobel disappointed with the Funnel Health nerf. Do you really think it will improve the performance of the game by any measurable margin? Did anybody think it was unbalanced? Not a whole lot of people use it as far as I can see so it's hardly an OP skill. It doesn't do that much damage either. It hurts small group players most, because nobody uses it in ball groups.
@Wrobel disappointed with the Funnel Health nerf. Do you really think it will improve the performance of the game by any measurable margin? Did anybody think it was unbalanced? Not a whole lot of people use it as far as I can see so it's hardly an OP skill. It doesn't do that much damage either. It hurts small group players most, because nobody uses it in ball groups.
I think it was mainly a PvE nerf. Heal output by a magicka nb dd was crazy
PvE
PvE
PvE
CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best on the PTS. Mag dk is excellent too, just a lot different than since I played last.
I like that meteor is reflectable because it takes some intelligence to use. Firing it indiscriminately will eventually hurt. Not in 2.3. Thoughtless bombs away! It will be like the first week of 1.6 all over again.
I don't get why this change was made. Meteor is in a good place now: powerful, but with a counter.
On the other hand, I can't wait to nuke DKs(!!)
Joy_Division wrote: »CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best at doing on the PTS. Mag dk is excellent too, just a lot different than since I played last.
That was said in 1.6. Offensively they are better but purify was huge for their defense and that's gone with nothing to replace it.
PainfulFAFA wrote: »Alliance war abilities FINALLY GETTING NERFED ^_^
this will ease the lag i'm hoping
I'm not confident. IMO, the main underlying issues are the size of our resource pools and the speed at which they regen. Retreating Maneuver and Purge will simply be spammed more often, perhaps by builds optimized for regen.
RIP ungrouped players @ keep battles without purge slotted.
Joy_Division wrote: »CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best at doing on the PTS. Mag dk is excellent too, just a lot different than since I played last.
That was said in 1.6. Offensively they are better but purify was huge for their defense and that's gone with nothing to replace it.
The purify change will take a lot of getting used to. At least in 1v1 from my perspective we're able to deal with a lot of incoming damage really well though still. We'll see how it affects group play soon probably. IMO Templar healers are going to change quite a bit this patch, but probably be even more effective. Thanks for all of the complaining everyone
themdogesbite wrote: »Joy_Division wrote: »CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best at doing on the PTS. Mag dk is excellent too, just a lot different than since I played last.
That was said in 1.6. Offensively they are better but purify was huge for their defense and that's gone with nothing to replace it.
The purify change will take a lot of getting used to. At least in 1v1 from my perspective we're able to deal with a lot of incoming damage really well though still. We'll see how it affects group play soon probably. IMO Templar healers are going to change quite a bit this patch, but probably be even more effective. Thanks for all of the complaining everyone
I've been told by one of my templars that BoL still hits 2 players on PTS. No idea if it is intended or not.