CosmicSoul wrote: »ZOS_GinaBruno , may we get some confirmation there will be some more good changes for stamina builds, more specifically to the templar atleast? I understand if you cannot, thank you")
ZOS_GinaBruno wrote: »
Item SetsDeveloper Comments
- Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
Armor of the Trainee was meant as an introductory set that required no advanced strategy to utilize. The attributes it was providing were too high as you could get the same amount of Stamina that Draugr Hulk’s 5-piece provided, as well as significant Magicka and Health bonuses. This set will now provide less Stamina than the Draugr Hulk 5-piece, but more overall stats.
PLAY THE WAY WE (ZOS) WANT
leepalmer95 wrote: »@ZOS_GinaBruno
Saying stuff like 'the counter to heavy armor is to not hit them' is what makes people question if the dev's play the game.
SlowMetabolism wrote: »Get rid of wrath
turbonights wrote: »You seem to want to effectively kill the ability for tanks to be viable in dungeons for helping new people. You all are focusing so much on pvp and end game things like trials that you seem to be forgetting about the little man or the utility of a ....well... utility tank for not end game setup.
I have always tanked in MMO's and have tanked for a long time in this game. It took me ages to get a good tank build that both allowed me to keep buffs, debuffs, and group utility while being able to dish out some kind of damage to mitigate potential bad DPS and armor/heals to mitigate bad healing. How did I do this?
1.) Tremorscale (nerfed 10%)
As a tank, our crit is bad, so when I heard about the crit nerf it didn't exactly effect my tank. But now it's reduced by 10%, not allowing what, as has been stated, should have beena group utility tool to even deal effective damage. I loved equipping this when helping people with dungeons. Now, I guess it's either blood spawn to keep up standard (or other damage or utility aoe like fighters guild or support shield uiltimates) for ultimates or lord warden? But...
2.) Standard of Might (nerfed 5%)
It may not seem like a lot, but when I random queue into banished cells 2 and the dps can't even kill the adds effectively before the next batch after taloned, pierce armored, alkosh debuffed, and major brutality/minor brutality (igneous weapons), now I can't even plop down some clutch ass damage saving with standard of might? Least I can do is try to keep heals, shields, and buffs/debuffs up with heavy weaving to restore resources, but now....
3.) Heavy attack resource restore (nerfed 25%)
So echoing vigor is pretty expensive and my main utilites are also expensive, but now I can't weave as much in order to be able to at least keep a decent rotation when needing to compensate for heals.
When was the last time you took a DK tank into a "II" dungeon with some new 10's and 20's? Seriously, I'd like to play with some of the newer things to see what I can do to get around this like additional buffs with powerful assault or converting to spell power cure, but you've nearly killed effectiveness of the tank to compensate for some of the things lacking with newer players.
None of these changes really hurt or effect end game for tanks, but it does seem to further the distance of effectiveness in normal pve for a tank. I don't think I'll queue anymore as a tank. Unfortunately he'll be put in the back to only come out if trials or vet-dlc dungeons are needed because my magic dps sorcerer is more effective as a tank/dps/self-healer to get new poeple through harder dungeons and teach them than my "utility support tank" is.
^^Housing specifically @ZOS_GinaBruno
Yasssssss THANK YOU
"Adjusted Master Writs so that purple items are more likely to be requested than gold items."
"Added a number of additional high-quality furnishing recipes."
"Adjusted the material price of several recipes. This improves consistency, and generally reduces the number of style items required."
*waits patiently for PTS to come back up to check changes...*
IzakiBrotherSs wrote: »Wow wow wow wow wow. Curse still lasts 12 secs?! Sooo the second explosion is 8.5 seconds after the second one and not at the 8.5 sec mark?!
I'm sad
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
turbonights wrote: »You seem to want to effectively kill the ability for tanks to be viable in dungeons for helping new people. You all are focusing so much on pvp and end game things like trials that you seem to be forgetting about the little man or the utility of a ....well... utility tank for not end game setup.
Supersnake_Lx wrote: »People will complain no matter what. I've played all aspects of the game and I most say this is not much but still is the most satisfying patch I've seen in terms of balance. Keep it up!
@ZOS_GinaBruno @ZOS_RichLambert
There are many excellent changes here, and I would like to thank both of you for your dedication to the community and monitoring feedback. There are a few things I'd like to touch on.
The changes to stamina templar are excellent. In PvP, the changes to jabs are going to allow stamplars to put out slightly higher burst, with the skill being undodgeable. The decreased cost on both jabs and javelin will help alleviate certain sustain issues, but I have a feeling sustain is still going to lower than every other class. I'm curious though; Jabs has been this way since launch? That seems like an awfully long time for a balance mistake on the end of the developers to go unaddressed...
My primary concern for stamplars is that they will still not be allowed in trials after this patch. If you would take time to examine the leaderboards, or the criteria top trial guilds use when recruiting stamina DPS, you will notice that Stamplar have no place in either of these things. The simple fact is that they do not produce DPS on par with the other classes, and do not have any unique buffs or debuffs to justify this lack of DPS to a raid group.
I would like you to seriously consider revamping at least one other skill, or perhaps any of the dawns wrath or restoring light passives, to better suit stamplar DPS, specifically. Cost reduction, ultimate generation, resource regeneration. Passives can be changed in just about any way to suit a subclass, especially the passives that are unused by both magick and stamina templar specs. As for an actual class skill, there are a number of unused skills in the templar trees that could be catered to stamplars. Many suggestions have been made, and I'm sure you're aware of them all (vampires bane, other morph of dark flare, any of the ultimates, restoring focus, etc). If something is not done to improve stamplar DPS or provide them with something worth bringing to a raid group, they will remain in the same PvE state as they are on live currently, after update 13.
Once again, thank you for your tireless efforts here on the forums. I hope that more changes will be considered.
Strider_Roshin wrote: »The usefulness of dodge rolling is also a concern of mine. For light armor you have damage shields (useful, and powerful in all situations). Heavy armor's main defensive tactic is blocking ( useful in almost all situations *cough* destro ult! *cough*). Medium armor however specializes in using dodge rolling which is become more and more useless as you make changes. Can't dodge AoEs, Channels, or Special ults such as meteor. And to add insult to injury, dodge rolling is the only defensive maneuver that gets punished with a 33% cost increase if you spam it.
I know Templars are going to hate me for suggesting this, but I think it would be a fair change if we only took the base damage (AoE/Tool tip) from jabs, and not the the 140% increase. This would make since because the 140% increase is against a single target whereas the base damage is the AoE damage.
Another suggestion I have is to double the benefits from the Champion System passive Phase; which currently grants 660 physical and spell resistance for 3 seconds. By doubling the defense, and duration of this CP passive; you'll make dodge rolling beneficial even if you unsuccessfully dodge your opponent's attack.