PvP'ers remain somewhat happy overall unless their own class took a hit... not saying all classes haven't had a hit in someway or another.
However..... PvE'ers are still screwed.
Every week I sit here waiting for these PTS patch notes in hopes for a change in the 'Right Direction' but am let down each and every time... eh I'll play morrowind for the story at this stage. But after that $50 you get from me ZoS you won't see my monthly Subscripstion come in or even my credit card in the crown store.
#wrobeled
ZOS_GinaBruno wrote: »[*]Siphoning[/list]
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
- Siphoning Strikes: Reduced the cost of this ability and its morphs by approximately 50%.
Developer Comments:While the overall resources restored by the Siphoning Strikes abilities and morphs should remain roughly the same, these changes make the abilities more consistent and convenient for all Nightblades. They now take fewer attacks to recoup the cost, and can be activated when you are near-empty on resources. They are also more effective even if you are not perfectly weaving Light Attacks which is desirable for tanks and healers who spend more time blocking or healing.
So leeching strikes has a duration of 20s, so when you kinda need better sustain you have to wait 20s for this to give back resources, since you also reduced the resource you get per light/heavy atk? How is this good in any way....I fail to see it.
@ArmannBuffs and nerfs should be based on peoples feelings, not facts and data. You need to nerf sorcs more, that is justice.
MagnusBlackmane wrote: »Basically anyone who defends zos at this point or even remotely likes the natch potes everytime probably arent even playing the game fully. More than likely youre casually doing quests in your hybrid build that doesnt make sense. People who actually do content and hard achievments are the ones yoset right now and rightfully so. I dont understand if people want an easy game go back to skyrim and stop trying to make this game skyrim onlineXD
@Rjizzle09, funny thing is, I do believe that during release hype for ESO a lot of people wanted a Skyrim Online... they didn't deliver, the game got bashed. Now that devs are making good on "Skyrim Online" idea (or at least try hard to)... they get bashed. And yes I consider my self a casual ESO player at 2-4 hours of play a day max, playing it for fun and not for min/max number crunching.
Take a chill pill.
So leeching strikes has a duration of 20s, so when you kinda need better sustain you have to wait 20s for this to give back resources, since you also reduced the resource you get per light/heavy atk? How is this good in any way....I fail to see it.
Well this is another step in the direction: "We want that everyone can finish all content and it does not matter if you are skilled in this game or not.
MyKillv2.0 wrote: »Nothing really major, we already knew about the class changes.
I am sure people will cry about nothing happened to DK...this mindset is really starting to bother me too. A nerf comes out to a class and then everyone who plays that class is calling for other classes to be nerfed as well, not because the other classes need a nerf, nope... simply because their class took a hit.
And we wonder why class balance will never happen?
ZOS_GinaBruno wrote: »
General
- Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
- The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.
- Fixed an issue where NPCs would always detect you when you were sneaking around them.
Nightblade
- Assassination
- Death Stroke: Fixed an issue where this ability and the Soul Harvest morph’s damage was being mitigated off the target’s Physical Resistance instead of their Spell Resistance.
- Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
- Siphoning Strikes: Reduced the cost of this ability and its morphs by approximately 50%.
Developer Comments:While the overall resources restored by the Siphoning Strikes abilities and morphs should remain roughly the same, these changes make the abilities more consistent and convenient for all Nightblades. They now take fewer attacks to recoup the cost, and can be activated when you are near-empty on resources. They are also more effective even if you are not perfectly weaving Light Attacks which is desirable for tanks and healers who spend more time blocking or healing.
Sorcerer
- Dark Magic
- Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph’s instant-cast proc to 10% from 20%.
Developer Comments:Sorcerer’s sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.- Storm Calling
- Bolt Escape: Fixed an issue where this ability and its morphs could fail to function in some locations.
Templar
- Aedric Spear
- Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
- Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
- Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
Developer Comments:There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.
Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.
Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.- Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
Developer Comments:Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
- Dawn’s Wrath
- Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
- Restoring Light
- Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.
Weapon
- Destruction Staff
- Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
Developer Comments:Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.
Guild
- Fighters Guild
- Dawnbreaker: Fixed an issue where the damage from this ability and its morphs was being mitigated off the target’s Spell Resistance instead of their Physical Resistance.
Champion System
- The Apprentice
- Spell Erosion: Fixed an issue where this Champion passive was not functioning.
- The Ritual
- Piercing: Fixed an issue where this Champion passive was not functioning.
Slight buff to Nightblades from 3.0
Slight nerf to Sorcs
Slight buff to Templars from 3.0
They did do some listening
@f047ys3v3nf047ys3v3n wrote: »ZOS_GinaBruno wrote: »Nightblade
[*]Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
Even less resources per strike? So you made it more worse again? Now you are changing it to an ability that will restore a little more magic but only 20 seconds after cast and less before then. Yea, I'll just hit that to get some resources in 20 seconds. That is responsive. Ironically, NB has so few good abilities people will probably still slot it and so you guys will look at your statistics, see it slotted often by both NB's in game, and think it must be good and in need of another nerf.
@f047ys3v3nf047ys3v3n wrote: »ZOS_GinaBruno wrote: »Nightblade
[*]Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
Even less resources per strike? So you made it more worse again? Now you are changing it to an ability that will restore a little more magic but only 20 seconds after cast and less before then. Yea, I'll just hit that to get some resources in 20 seconds. That is responsive. Ironically, NB has so few good abilities people will probably still slot it and so you guys will look at your statistics, see it slotted often by both NB's in game, and think it must be good and in need of another nerf.
The point about their metrics for slotting is one of which developers should be mindful, though I don't think they even have those metrics internally.
Given the justification for the Warden's self-sustain ability being free to cast, as well as the most recent nerf to Siphoning Attacks with these patch notes, we as nightblades should not assume our sustain changes are being made in good faith.
@ZOS_GinaBruno Reversion of any and all changes to Siphoning Strikes and its morphs, or the addition of an on-pool cost to the Warden's resource-return abilities are the minimum actions required to dispel this sentiment.
Reduce the cost of vigor again, but make the resolving vigor only heal yourself.
I'm not excited. Night blades getting a sustain buff but unfortunately I only play a DK.
Trouble13691 wrote: »@f047ys3v3nf047ys3v3n wrote: »ZOS_GinaBruno wrote: »Nightblade
[*]Siphoning
- Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
- Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
Even less resources per strike? So you made it more worse again? Now you are changing it to an ability that will restore a little more magic but only 20 seconds after cast and less before then. Yea, I'll just hit that to get some resources in 20 seconds. That is responsive. Ironically, NB has so few good abilities people will probably still slot it and so you guys will look at your statistics, see it slotted often by both NB's in game, and think it must be good and in need of another nerf.
The point about their metrics for slotting is one of which developers should be mindful, though I don't think they even have those metrics internally.
Given the justification for the Warden's self-sustain ability being free to cast, as well as the most recent nerf to Siphoning Attacks with these patch notes, we as nightblades should not assume our sustain changes are being made in good faith.
@ZOS_GinaBruno Reversion of any and all changes to Siphoning Strikes and its morphs, or the addition of an on-pool cost to the Warden's resource-return abilities are the minimum actions required to dispel this sentiment.
While I agree, your comment should be any and all changes to sustain for ALL classes should be reconsidered if not reverted.
Reduce the cost of vigor again, but make the resolving vigor only heal yourself.
@ZOS_GinaBruno This a quality suggestion that would further diversify the two Vigor morphs. It would also remove developer concerns about the AoE heal being too inexpensive far more effectively than the current solution.
Twohothardware wrote: »Reduce the cost of vigor again, but make the resolving vigor only heal yourself.
@ZOS_GinaBruno This a quality suggestion that would further diversify the two Vigor morphs. It would also remove developer concerns about the AoE heal being too inexpensive far more effectively than the current solution.
Agreed. Vigor does not need to cost more. Just reduce or remove the AoE healing on the Resolving morph.
"Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge."
Again, ZERO understanding of how people are playing templars.
Javelin has its uses but I usually find most other things more worth the slot. Eclipse has always been useless and will continue to be so long as it is tied to CC immunity. Focused Charge is something that's been broken since release and you can't seem to fix. Oh, not to mention nobody is using Focused Charge as a PvE CC.
What a joke. As usual.