Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
Poisons should NOT stack if potions do not. If you can only have 1 potion buff active at a time then why are multiple poison debuffs allowed? Doesn't make sense. Poisons were way too powerful even before you drop this revelation that they are functioning at half their intended potency. I fear these changes will further buff zergs and cripple solo/small scale PvP.
Paulington wrote: »The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.
So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.
This skill didn't really need a change from the magicka side of things, that's for sure.
Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
Poisons should NOT stack if potions do not. If you can only have 1 potion buff active at a time then why are multiple poison debuffs allowed? Doesn't make sense. Poisons were way too powerful even before you drop this revelation that they are functioning at half their intended potency. I fear these changes will further buff zergs and cripple solo/small scale PvP.
notimetocare wrote: »ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
What the actual ***? And if you have to make this completely unnecessary change, at least move shield expert with it. This change really falls under the "If it ain't broken, lets break it!" mentality.
OR they intend to make tanks choose to focus more on being tanks?
Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
This is a HORRIBLE change.
On the PTS right now, I'm looking at a tooltip value of 1980 for Power Surge and 3000 for Critical Surge.
This value does NOT scale with max magicka or with spell damage.
Sorc heals were already unreliable, subject to the whims of RNG. But at least we got nice bursts of heals to make up for that if we land a crit frag. A 1980 heal with a 1s cooldown that still requires a critical strike is just bloody ridiculous. I was fine with the shorter ward duration, but couple that with this change, you have truly nerfed sorc defenses into the ground.
(The requirement that it requires a crit is just insult to injury at this point, considering how much lower the value is and the new 1s cooldown. With all builds having easy access to shields, good luck self-healing in Cyrodiil! But sorcs still have their ward--oh wait.)
MaxwellCrystal wrote: »ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
@ZOS_GinaBruno
Dear God please no, This is good for my PvP setups since I can allocate some left over CP in my warrior tree so I can dodge roll for days but my PvE tank setup would lose so much. I love the increase shield armor passive this tree provides so what am I going to put it in? Spell resistance? Like seriously please change this back to block reduction.
Paulington wrote: »The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.
So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.
This skill didn't really need a change from the magicka side of things, that's for sure.
Paulington wrote: »The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.
So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.
This skill didn't really need a change from the magicka side of things, that's for sure.
Reorx_Holybeard wrote: »Paulington wrote: »The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.
So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.
This skill didn't really need a change from the magicka side of things, that's for sure.
Just tested my Sorc on live and Power Surge currently heals me typically for anywhere from 1.6 to 10k. I can regularily get +4k HPS so this is a 50% loss for me. It will probably be a larger loss for higher end DPS magicka sorcs.
sunshineflame wrote: »Why all the complaints about a nerf to blocking? All I saw was in increase in block cost reduction from 30% to 36% and 1% more on your gear. That makes a potential total of 13% more reduction. Am I missing something, because that sounds like a buff.
Edit: Ah, Champion tree changes. I see it now
So now it's no longer possible to get low-level potency runes from harvesting? That will be very bad for crafter players who create glyphs for lower-level friends or guild mates. The level of harvested Potency runes should depend on the zone level, not player level (except in battle-levelled zones, obviously).
ZOS_GinaBruno wrote: »KNOWN ISSUES
[*]Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
@ZOS_GinaBruno
Regarding swapping the Champion Trees for block reduction, is this intended to allow tanks to use 2 different CP resource pools to stack in Crit Resistance and Blocking Cost? And this way the Tank chooses instead of reducing the Stam cost of abilities to reduce the Stam cost of blocking?
That could be interesting, and I can see some logic, but I have no idea how it might work out. I do imagine that Magika Tanks may be put out by this though.
ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
If I understand this correctly this seems like a rather odd change. Why move the block cost reduction from a tree that gives you bonuses for blocking with it's passives to a tree that is all about avoidance and vice versa?
... and where am I going to get all them Thief CPs from? :<
Do like the buff to Fortress and Sturdy and the room this gives for heavy armor to develop beyond just the block-cost-reduction armor.
Stack as much Regen and defense as possible. If this poison really increases spell cost by 60% spell damage/weapon damage will mean almost nothing without resources to use skills lol this is comedy. Doesn't everyone see that this is how ZOS is moving away from maximum damage builds in pvp? Now you will need to sustain more than ever because once your opponent has no resources, they wont be able to use skills to survive. Heavy armor with a one hand and shield and TONS of Regen is gonna be the new meta for every class/build
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
What the actual ***? And if you have to make this completely unnecessary change, at least move shield expert with it. This change really falls under the "If it ain't broken, lets break it!" mentality.
ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
Yesssss! I still won't put it on my bar in place of healing ward, but at least it's something better than what's there now.Dark Magic
Dark Exchange: Increased the amount of health restored from this ability and its morphs by 100%.
I haven't finished downloading, but if it's in the range I'm guessing it is, the heal likely won't compare to the 16k frag heal and 22k overload heal that let me even consider using a full-crit build sans resto staff. We'll just have to see.Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Ffs so much complaining from Sorcs. Sorcs aren't gonna be that bad. Have been on PTS. It's not as good as a stamblade sure. But just because the class isn't OP doesn't mean it needs buffs. I can't sum it up better than L2p. I think the changes are fine.
Except the CP block changes
those are awful.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Templar
- Restoring Light
- Extended Ritual (Cleansing Ritual morph): This morph now also increases the amount of negative effects cleansed from the casting Templar to 5 from 2.
- Ritual of Retribution (Cleansing Ritual morph): This morph now also increases the amount of healing done to you and your allies by 20%; the damage done to enemies has been increased to match this value.
- Sacred Ground: Fixed an issue where this passive ability’s Movement Speed reduction was removing enemy players from crouch or Invisibility.