Takes-No-Prisoner wrote: »
Me too, I don't really understand the rage folks have over it though.... I mean.. I can go into PvP right now and Block it and call myself OP as ***.
Honestly the Ultimate is really only good for stacking damage inside of a specific setup. It's a highly highly telegraphed skill if your getting shot at point blank you can easily block it. Unless the guy casts meteor, fears you and you need to break fear. Even in that situation there is enough time to block it.
I was referring to the reflect thing where you can only reflect something once. I like that part, but not the no meteor reflect.
Staying tight and stacking resto heals, is immediate death. 2 Nightblades could easily burst a 20 man group with proxy,bats,sap. Throw in that set for gravy. I think there will be moments where its necessary to get close together, like flags and such, but even then most people will have to be dead and the people on flags will need stuff like rite of passage, novas, veils, mamga, etc.
Just from dots alone, over 10 seconds you do 25k+ damage to a person plus whips and dawnbreaker and proxy. In group play, igneous opens up a bar spot for everyone if they so choose. Banner is cheaper, and inhale hits 6 targets for a really good tanking skill. Overall its nice buffs.
Haha, anyone who thinks fights are going to be like they were in the past is nuts. If you run in a guild group ball, you are going to fall really really fast.
Staying tight and stacking resto heals, is immediate death. 2 Nightblades could easily burst a 20 man group with proxy,bats,sap. Throw in that set for gravy. I think there will be moments where its necessary to get close together, like flags and such, but even then most people will have to be dead and the people on flags will need stuff like rite of passage, novas, veils, mamga, etc.
@Darnathian Dk's are doing a wholeee lot better. First is dots actually affecting shielded and blocking targets, and dots being a lot more difficult to remove. Second is the burning embers heal. Burning embers with igneous and fiery breath is almost a full burst heal if you can get them all chained together. Much like rally.
Just from dots alone, over 10 seconds you do 25k+ damage to a person plus whips and dawnbreaker and proxy. In group play, igneous opens up a bar spot for everyone if they so choose. Banner is cheaper, and inhale hits 6 targets for a really good tanking skill. Overall its nice buffs.
EDIT: Empowering chains is also pretty effective, and a good way to not have to break talons.
God_flakes wrote: »Of course I understand it's implication in group play.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
My take so far is that our normal way to deal with dmg will change slightly. DOTs now a deal breaker in fights, but templars can still purge. Removal of NB purge means they must rely on a Templar or use expensive alliance war skill, or use CP to compensate.
I can see a few morphs of skills no one used before will make a comeback or be used.
All things said, I think we may have a viable patch in terms of overall balance. Might need some tweaking prior to Dark Brotherhood, but it seems viable.
Some of the reflect changes might mean a return to builds that incorporate all stats. Could be Zose's way of forcing hybridization and eventually more gear choices once we see which sets are now vr16 to confirm.
This ASSUMES NB's want a Templar up their buttocks constantly. Part of the fun of playing a NB is the solo aspect of it, the creeping and hiding in the shadows. So now Nb's are required to stick close to a Templar to get dat dot purge? Come on. This is stupid beyond belief. This whole patch appears to me to be nothing more than more encouraged large group or medium size group play. Not less. We asked for help making smaller or solo more viable. Not more dependent on zergs and heal balls. I predict a mass exodus from the game after this patch, to add to the already slow bleed of players from the game.
Or you can slot purge or keep dark cloak up until the DoT is gone, and you get a 8% damage mitigation buff for 5 seconds after you become invisible.
Slotting purge as Stam NB isn't gonna happen. I don't even do much solo stuff anymore abd I recognize it as a gigantic nerf.
Then keep dark cloak up. You can easily get 4 casts off and that's plenty of time to GTFO.
It's a nerf, but I don't see it as a gigantic one.
God_flakes wrote: »Of course I understand it's implication in group play.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
My take so far is that our normal way to deal with dmg will change slightly. DOTs now a deal breaker in fights, but templars can still purge. Removal of NB purge means they must rely on a Templar or use expensive alliance war skill, or use CP to compensate.
I can see a few morphs of skills no one used before will make a comeback or be used.
All things said, I think we may have a viable patch in terms of overall balance. Might need some tweaking prior to Dark Brotherhood, but it seems viable.
Some of the reflect changes might mean a return to builds that incorporate all stats. Could be Zose's way of forcing hybridization and eventually more gear choices once we see which sets are now vr16 to confirm.
This ASSUMES NB's want a Templar up their buttocks constantly. Part of the fun of playing a NB is the solo aspect of it, the creeping and hiding in the shadows. So now Nb's are required to stick close to a Templar to get dat dot purge? Come on. This is stupid beyond belief. This whole patch appears to me to be nothing more than more encouraged large group or medium size group play. Not less. We asked for help making smaller or solo more viable. Not more dependent on zergs and heal balls. I predict a mass exodus from the game after this patch, to add to the already slow bleed of players from the game.
Or you can slot purge or keep dark cloak up until the DoT is gone, and you get a 8% damage mitigation buff for 5 seconds after you become invisible.
Slotting purge as Stam NB isn't gonna happen. I don't even do much solo stuff anymore abd I recognize it as a gigantic nerf.
Then keep dark cloak up. You can easily get 4 casts off and that's plenty of time to GTFO.
It's a nerf, but I don't see it as a gigantic one.
You wont be able to since everybody will be running magelight because it got a gigantic buff to stealth detection aside of the rest of the things it got, I can see it becoming the meta for magicka users and that means bye bye to you spamming cloak to run away like you suggest. People will either have to go stamina and become a roll dodger champ or play a very specific super bursty magblade.
The nerf to cloak might not be the problem, but the strong buff to a counter meassure along the way is. That's what makes the nerf a little bit uncalled for.
EDIT: cant wait for this patch to come so bad nightblades drop the class already, there is too many playing.
God_flakes wrote: »God_flakes wrote: »Of course I understand it's implication in group play.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
My take so far is that our normal way to deal with dmg will change slightly. DOTs now a deal breaker in fights, but templars can still purge. Removal of NB purge means they must rely on a Templar or use expensive alliance war skill, or use CP to compensate.
I can see a few morphs of skills no one used before will make a comeback or be used.
All things said, I think we may have a viable patch in terms of overall balance. Might need some tweaking prior to Dark Brotherhood, but it seems viable.
Some of the reflect changes might mean a return to builds that incorporate all stats. Could be Zose's way of forcing hybridization and eventually more gear choices once we see which sets are now vr16 to confirm.
This ASSUMES NB's want a Templar up their buttocks constantly. Part of the fun of playing a NB is the solo aspect of it, the creeping and hiding in the shadows. So now Nb's are required to stick close to a Templar to get dat dot purge? Come on. This is stupid beyond belief. This whole patch appears to me to be nothing more than more encouraged large group or medium size group play. Not less. We asked for help making smaller or solo more viable. Not more dependent on zergs and heal balls. I predict a mass exodus from the game after this patch, to add to the already slow bleed of players from the game.
Or you can slot purge or keep dark cloak up until the DoT is gone, and you get a 8% damage mitigation buff for 5 seconds after you become invisible.
Slotting purge as Stam NB isn't gonna happen. I don't even do much solo stuff anymore abd I recognize it as a gigantic nerf.
Then keep dark cloak up. You can easily get 4 casts off and that's plenty of time to GTFO.
It's a nerf, but I don't see it as a gigantic one.
You wont be able to since everybody will be running magelight because it got a gigantic buff to stealth detection aside of the rest of the things it got, I can see it becoming the meta for magicka users and that means bye bye to you spamming cloak to run away like you suggest. People will either have to go stamina and become a roll dodger champ or play a very specific super bursty magblade.
The nerf to cloak might not be the problem, but the strong buff to a counter meassure along the way is. That's what makes the nerf a little bit uncalled for.
EDIT: cant wait for this patch to come so bad nightblades drop the class already, there is too many playing.
Excuse me, but what is it to YOU how many people play NB? Do you have the same problem with the number of Sorcs and DK's? Or is it just Nb's you have an issue with? I've spent nearly two years as a NB. It's why I play the game. If they make it unplayable for a casual I simply won't log in to this game. add me to the long list of people exiting. Does zos really want to lose more paying players?
God_flakes wrote: »God_flakes wrote: »Of course I understand it's implication in group play.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
My take so far is that our normal way to deal with dmg will change slightly. DOTs now a deal breaker in fights, but templars can still purge. Removal of NB purge means they must rely on a Templar or use expensive alliance war skill, or use CP to compensate.
I can see a few morphs of skills no one used before will make a comeback or be used.
All things said, I think we may have a viable patch in terms of overall balance. Might need some tweaking prior to Dark Brotherhood, but it seems viable.
Some of the reflect changes might mean a return to builds that incorporate all stats. Could be Zose's way of forcing hybridization and eventually more gear choices once we see which sets are now vr16 to confirm.
This ASSUMES NB's want a Templar up their buttocks constantly. Part of the fun of playing a NB is the solo aspect of it, the creeping and hiding in the shadows. So now Nb's are required to stick close to a Templar to get dat dot purge? Come on. This is stupid beyond belief. This whole patch appears to me to be nothing more than more encouraged large group or medium size group play. Not less. We asked for help making smaller or solo more viable. Not more dependent on zergs and heal balls. I predict a mass exodus from the game after this patch, to add to the already slow bleed of players from the game.
Or you can slot purge or keep dark cloak up until the DoT is gone, and you get a 8% damage mitigation buff for 5 seconds after you become invisible.
Slotting purge as Stam NB isn't gonna happen. I don't even do much solo stuff anymore abd I recognize it as a gigantic nerf.
Then keep dark cloak up. You can easily get 4 casts off and that's plenty of time to GTFO.
It's a nerf, but I don't see it as a gigantic one.
You wont be able to since everybody will be running magelight because it got a gigantic buff to stealth detection aside of the rest of the things it got, I can see it becoming the meta for magicka users and that means bye bye to you spamming cloak to run away like you suggest. People will either have to go stamina and become a roll dodger champ or play a very specific super bursty magblade.
The nerf to cloak might not be the problem, but the strong buff to a counter meassure along the way is. That's what makes the nerf a little bit uncalled for.
EDIT: cant wait for this patch to come so bad nightblades drop the class already, there is too many playing.
Excuse me, but what is it to YOU how many people play NB? Do you have the same problem with the number of Sorcs and DK's? Or is it just Nb's you have an issue with? I've spent nearly two years as a NB. It's why I play the game. If they make it unplayable for a casual I simply won't log in to this game. add me to the long list of people exiting. Does zos really want to lose more paying players?
Simple, the more people that plays nightblades the more complaints you will see about them and the more nerfs will come to the class. I rather have ZoS attempt to balance that or nerf the class so all the FOTM badies can drop being nightblades and move to another thing. Now if you built your character for 2 years and you said you've been playing that long on it, you will definitely not have an issue adapting and being the difference between those kind of people unless you consider yourself bad or unable to do so.
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
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.
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
.These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
BDO will be out the same time this patch goes live.
But, from my limited understanding, if you think you get punished hard for large groups (16+) in ESO, BDO is in a whole other league.
I have 2 rings and a neck, plus two swords and even a shield I'm not using. The jewelry seems to always be arcane, but the armor/weapons come in random traits (though I haven't seen a single piece of sturdy/well-fitted).These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
I sympathize with this line of thinking more than people may think I do. However, I don't necessarily see it the same way. IMO there's nothing in this patch that says don't play as a large group. All I see is them telling us not to pack everyone into super tight balls. The only issue I have is one you've brought up before, and that's assaulting defended keeps. The camp radius is so small it won't reach the outer wall of the keep from a resource. The only people who will be able to use camps are defenders which is a huge advantage to the players that already have the advantage of defending. Disregarding that though, I want to see how it will work. All these new sets work just as well for the people attacking a keep as they do the people defending. I'm sure there's something that can be done about it, but just the camp issue for me is enough to make me not siege any keeps anymore.
I have 2 rings and a neck, plus two swords and even a shield I'm not using. The jewelry seems to always be arcane, but the armor/weapons come in random traits (though I haven't seen a single piece of sturdy/well-fitted).These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
I sympathize with this line of thinking more than people may think I do. However, I don't necessarily see it the same way. IMO there's nothing in this patch that says don't play as a large group. All I see is them telling us not to pack everyone into super tight balls. The only issue I have is one you've brought up before, and that's assaulting defended keeps. The camp radius is so small it won't reach the outer wall of the keep from a resource. The only people who will be able to use camps are defenders which is a huge advantage to the players that already have the advantage of defending. Disregarding that though, I want to see how it will work. All these new sets work just as well for the people attacking a keep as they do the people defending. I'm sure there's something that can be done about it, but just the camp issue for me is enough to make me not siege any keeps anymore.
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.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.