Nelson_Rebel wrote: »No but you are part of a small minority who like it
Chilly-McFreeze wrote: »If it reduces constant 0 to 100 healing, perma rooting and the over-the-top damage output in PvP I'm happy with all these changes.
It won't. big heals and burst damage will still be a thing. what happens after that burst will be where it matters.
Am I alive, can i get back.. are they dead do I have any gas left..
I like the changes. I don't really see it having as big of an impact as initially thought, outside of trials
Unfadingsilence wrote: »Seems like a lot of the ppl crying just want to be carried with gear and CP. Really I have been playing since the game dropped and I love change. It makes a better player out of anyone that tries to play and so seems to me all the ppl crying over getting things changed and taken away maybe you should umm what's the thing they always said to other ppl on the forum's??? OH YAHL2P
Unfadingsilence wrote: »Seems like a lot of the ppl crying just want to be carried with gear and CP. Really I have been playing since the game dropped and I love change. It makes a better player out of anyone that tries to play and so seems to me all the ppl crying over getting things changed and taken away maybe you should umm what's the thing they always said to other ppl on the forum's??? OH YAHL2P
I've done last stage vMsa with a broom and I'm still not happy because I think for the rest of people.
Your opinion about it?
Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.
They did nerf Shards a bit I think:hmsdragonfly wrote: »
Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.
They don't nerf Shard, they are giving non-Templar healers a chance to join a vet trails by giving them a mean to restore stamina to the group. Non-Templar healers are not allowed to do vet trials right now because of that exact reason. Making Shard "unique ability" of Templar is like transferring Pierce Armour from 1HS skill line to DK and tell non-DK tanks to go screw themselves they are not allowed to tank. Restoring stamina to the group shouldn't be Templar's "class unique", that's just wrong, Pierce Armour might as well be DK's "class unique" if we want to go that way.
But yes, nerf to Repentance is 100% unnecessary, it shouldn't make it to live.
But ok, if Shards were so important for vet trials that other healers were basically not an option then I guess that change was needed.The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
PS4_ZeColmeia wrote: »So consider this, we regularly complain about: (1) HA balance, (2) Class balance, (3) PvP balancing vs PvE balancing, and (4) no unique builds.
What if this is due to 1 issue: there are currently no negatives for going max damage. We discuss HA balance because you gain resources like those in less vulnerable armor, class balance around dps maxes only which gives large resource pools to off set no recovery, anti zerg approaches hurt max damage in PvE upsetting performance, and hybrids can't be made because max damage > all and health chants for nothing.
all end game content is group based (other players needed) outside of achievement hunting. In these scenarios, the race to the max damage, especially when groups are spec'ed to be optimized. Essentially you had to sacrifice nothing to get max damage because armor + weapon + ratios of classes = sustain was no issue.
The change of making sustain more character than group focused shifts the balancing around solo character builds. By doing so, max damage only makes you ineffective. This shifts the focus away from max damage specs, to balancing starts to survive and sustain. Factor this with cp and stats now giving most of the punch way earlier, and it's evident that max stat builds will be so marginally better than a balanced stat in terms of damage that you'll be gimped because you have no health and you have no sustain.
Every balance issue we discuss daily is solved by removing the focus away from max damage and towards individual sustain. Honestly, it's small change in terms of its affect. I do think mob health in the trials may need adjustment, but aside from that this changes the way we play the game but for the better.
They did nerf Shards a bit I think:hmsdragonfly wrote: »
Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.
They don't nerf Shard, they are giving non-Templar healers a chance to join a vet trails by giving them a mean to restore stamina to the group. Non-Templar healers are not allowed to do vet trials right now because of that exact reason. Making Shard "unique ability" of Templar is like transferring Pierce Armour from 1HS skill line to DK and tell non-DK tanks to go screw themselves they are not allowed to tank. Restoring stamina to the group shouldn't be Templar's "class unique", that's just wrong, Pierce Armour might as well be DK's "class unique" if we want to go that way.
But yes, nerf to Repentance is 100% unnecessary, it shouldn't make it to live.But ok, if Shards were so important for vet trials that other healers were basically not an option then I guess that change was needed.The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
Nelson_Rebel wrote: »No but you are part of a small minority who like it
rager82b14_ESO wrote: »Nelson_Rebel wrote: »No but you are part of a small minority who like it
The loudest is not the most.
It also will actually make builds less diverse (at least to do the top end stuff) and the CP changes (which I don't all hate actually) also do this by pretty much forcing everyone to just spread their points out into the same stuff since there is so much less return that nobody will be spec'd into doing certain things for their build in a "better" way. It will just be "put X number of points into all these" for the best return on almost any build.