Looks like this ok to post here now:
I ran around on my Magplar while waiting for battleground queues. During that time, I killed some mobs, had a duel, and soloed a world boss (well, got it to half health alone and then 2 others showed up). My Magplar was in her PvP build, the same that she wears on Live for Azuras PvP: 5/1/1 light armor, 2775 spell damage, 30k magicka, 1497 regen (2 glyphs, 1 set bonus, 5 light armor, mundus), Breton. When fighting the world boss I would frequently run out of magicka but standing in the channeled focus the whole time and then using 1-3 resto heavy attacks would get me about half of my magicka back, which lasts for a while. I am already trained/prepared to do this for my build. On Live, I can kill 2, maybe 3 players before I have to stop to recharge magicka (5-8 resto heavies as long as I'm not under huge pressure), so this isn't particularly jarring for me, but in battleground things did feel marginally different, though I can't put my finger on it for certain. I ran out slightly faster (that LA cost nerf?), it was harder to defend myself (major to minor mending?), and didn't feel as though I had enough time to recharge (longer times between fights in cyrodiil?).
ALL of this was done with no CP equipped; I had taken it all off before entering morrowind. I only used potions in battlegrounds.
I want to emphasize that this patch is a fairly minor change for me and minimally affects my playstyle. Already on Live I devote space in my build and playstyle to support regen, while maintaining as much damage as I can (before backlash, this was NEEDED to kill tanks, but even then it wasn't reliable). With current changes in mind, I plan to swap out kagrenacs hope for War Maiden and trading a spell damage glyph for regen. This will give me a net increase in spell damage while attacking, a small decrease in self healing, and a slight increase in regen, assuming things work as I expect. Health and magicka values will remain the same, fortunately. I'm glad it has those set bonuses.
Looks like this ok to post here now:
I ran around on my Magplar while waiting for battleground queues. During that time, I killed some mobs, had a duel, and soloed a world boss (well, got it to half health alone and then 2 others showed up). My Magplar was in her PvP build, the same that she wears on Live for Azuras PvP: 5/1/1 light armor, 2775 spell damage, 30k magicka, 1497 regen (2 glyphs, 1 set bonus, 5 light armor, mundus), Breton. When fighting the world boss I would frequently run out of magicka but standing in the channeled focus the whole time and then using 1-3 resto heavy attacks would get me about half of my magicka back, which lasts for a while. I am already trained/prepared to do this for my build. On Live, I can kill 2, maybe 3 players before I have to stop to recharge magicka (5-8 resto heavies as long as I'm not under huge pressure), so this isn't particularly jarring for me, but in battleground things did feel marginally different, though I can't put my finger on it for certain. I ran out slightly faster (that LA cost nerf?), it was harder to defend myself (major to minor mending?), and didn't feel as though I had enough time to recharge (longer times between fights in cyrodiil?).
ALL of this was done with no CP equipped; I had taken it all off before entering morrowind. I only used potions in battlegrounds.
I want to emphasize that this patch is a fairly minor change for me and minimally affects my playstyle. Already on Live I devote space in my build and playstyle to support regen, while maintaining as much damage as I can (before backlash, this was NEEDED to kill tanks, but even then it wasn't reliable). With current changes in mind, I plan to swap out kagrenacs hope for War Maiden and trading a spell damage glyph for regen. This will give me a net increase in spell damage while attacking, a small decrease in self healing, and a slight increase in regen, assuming things work as I expect. Health and magicka values will remain the same, fortunately. I'm glad it has those set bonuses.
Yes players will keep seeking ways to increase their sustain without loosing dps - and they will find those ways.
So what all these nerfs are about? Will it really eliminate unlimited sustain? Not really. Will it drastically reduce the builds variety due to new limitations - oh yeah.
Looks like this ok to post here now:
I ran around on my Magplar while waiting for battleground queues. During that time, I killed some mobs, had a duel, and soloed a world boss (well, got it to half health alone and then 2 others showed up). My Magplar was in her PvP build, the same that she wears on Live for Azuras PvP: 5/1/1 light armor, 2775 spell damage, 30k magicka, 1497 regen (2 glyphs, 1 set bonus, 5 light armor, mundus), Breton. When fighting the world boss I would frequently run out of magicka but standing in the channeled focus the whole time and then using 1-3 resto heavy attacks would get me about half of my magicka back, which lasts for a while. I am already trained/prepared to do this for my build. On Live, I can kill 2, maybe 3 players before I have to stop to recharge magicka (5-8 resto heavies as long as I'm not under huge pressure), so this isn't particularly jarring for me, but in battleground things did feel marginally different, though I can't put my finger on it for certain. I ran out slightly faster (that LA cost nerf?), it was harder to defend myself (major to minor mending?), and didn't feel as though I had enough time to recharge (longer times between fights in cyrodiil?).
ALL of this was done with no CP equipped; I had taken it all off before entering morrowind. I only used potions in battlegrounds.
I want to emphasize that this patch is a fairly minor change for me and minimally affects my playstyle. Already on Live I devote space in my build and playstyle to support regen, while maintaining as much damage as I can (before backlash, this was NEEDED to kill tanks, but even then it wasn't reliable). With current changes in mind, I plan to swap out kagrenacs hope for War Maiden and trading a spell damage glyph for regen. This will give me a net increase in spell damage while attacking, a small decrease in self healing, and a slight increase in regen, assuming things work as I expect. Health and magicka values will remain the same, fortunately. I'm glad it has those set bonuses.
Yes players will keep seeking ways to increase their sustain without loosing dps - and they will find those ways.
So what all these nerfs are about? Will it really eliminate unlimited sustain? Not really. Will it drastically reduce the builds variety due to new limitations - oh yeah.
That's the problem with these changes. They blanket nerfed anything with sustain capabilities and called it good. They need to take a look at every ability and ask themselves why anyone would want to take this. Most abilities that perform well are drastically toned down until they are no longer an option. The result is death to build diversity. You now need specific sets and skills to be viable.
Drastic changes are doable but take effort. Every piece of the game needs to be looked at and possibly rebuilt. Blanket nerfing sustain is a lazy and thoughtless approach that isn't going to have a desirable affect.