GreenSoup2HoT wrote: »ZOS_GinaBruno wrote: »
General
Guild
- Mages Guild
- Radiant Magelight (Magelight morph):
Developer Comments:
- This morph no longer passively reduces your damage taken by sneak attacks. It continues to passively prevent the stun from sneak attacks.
- Reduced the cost of this morph by approximately 10%.
Due to the reduction of sneak attack damage against other player characters, it is no longer necessary for Radiant Magelight to reduce their damage further. This prevents situations where using a sneak attack would actually do less damage than a normal attack. We’ve reduced the cost on this morph to make it more attractive relative to Inner Light.
I'm disappointed to see the stealth damage mitigation from radiant and stealth damage bonus mechanic from sneak disappear. When it reality it could have been avoided by adjusting other mechanics (magelight empower / reducing proc set damage). I never got 1 shot with radiant mage light. Its cause and effect... you dont slot the ability your subject to ganks. You slot radiant mage light.. you and your allies become safe from ganks but your down 1 ability (2 abilties when it was a toggle) that may loose you the fight in a 1v1 against a class not stealth oriented. All these mind games were even better when it was a toggle, you could see it active and players knew you sacrificed to use it.
Moglijuana wrote: »GallantGuardian wrote: »Why did the "sun" set not get spell crit added in exchange to its 2 piece rather then the max health it gets? ...
Because they obviously hate DK's lol. Look at the past two years XD.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
LiquidPony wrote: »@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_MattFiror @Wrobel
The changes to the items sets (Netch, Ysgramor, Automaton etc) look great! But please make the bonuses scale with Major Brutality/Sorcery etc as other sets do. This is clearly a bug and should be looked at since War Maiden will suffer the same issue.
Also while reworking piece bonuses, please look at Monster sets like Nerien'eth, Skoria etc to make them comparable to the newer ones (remove max health, add spell damage/mag magicka etc).
@DPShiro That's one solution. The other would be to just buff the damage bonus on the 5-piece from 400 to 500.
ZOS_GinaBruno wrote: »
Weapon
- Two Handed
- Cleave: Increased the damage over time of this ability and its morphs by approximately 16%.
- Bow
- Heavy Attacks now automatically fire when they are fully charged.
Developer Comment:Fully-charged Heavy Attacks will be more important with the resource changes coming in this update, so we want to make sure there are no gameplay barriers to using them.
@ZOS_GinaBruno
Please inform the DEVs that most player know how to release their mouse button to complete a heavy attack. There is no gameplay barrier to that. There is no need to change the way this works currently.
Please make it a toggle option if the DEVs insist on this change.
knighting68 wrote: »ZOS_GinaBruno wrote: »
Weapon
- Two Handed
- Cleave: Increased the damage over time of this ability and its morphs by approximately 16%.
- Bow
- Heavy Attacks now automatically fire when they are fully charged.
Developer Comment:Fully-charged Heavy Attacks will be more important with the resource changes coming in this update, so we want to make sure there are no gameplay barriers to using them.
@ZOS_GinaBruno
Please inform the DEVs that most player know how to release their mouse button to complete a heavy attack. There is no gameplay barrier to that. There is no need to change the way this works currently.
Please make it a toggle option if the DEVs insist on this change.
Agreed... make this a toggle option!!!
I don't think the DEVs are trying to help bow users at all. I think they are looking for ways to discourage the majority of NB players from entering PvP by taking away all their tools. Holding a heavy bow attack while in stealth until the moment is right to attack is "key" to many builds and play styles (not all, I know that). If the goal is truly to help overcome some barrier, make it an option for those who want it.
In general, I think ZOS might be forgetting that this game is about balance. My NB is a max burst damage build, which means that I have very little defense if I screw up (which happens often). I'll take the nerfs in stealth, damage, sustain, etc... but for god sake give us something back... perhaps fix cloak in PvP so that it works more than 30% of the time or fear which works maybe 10% of the time (in my experience)? I know the magelight change will help a little. How about keeping the upcoming stealth damage nerf in place, but increase the stealth damage bonus more than it was against shields?
flguy147ub17_ESO wrote: »arasysb14_ESO wrote: »Nerfing bsw and improving war maiden ...
Go nerf yourself zos, im seriously done for good.
Yeah i think war maiden now maybe BiS for all magicka dps classes.
LeoSzilard wrote: »In general, loving the changes.
To everyone upset about the BSW changes: This is why we don't offer specific item sets as means by which classes can achieve parity.
It's great when all that farming works for you, but it sure sucks when that farming gets burned to ash doesn't it. If you don't like it, don't expect the same of others.
tinbromide wrote: »Sap tanks still dead. Stamblades not worth playing, but at least path got a buff for magblades.
Capt_Morgan wrote: »Second... And this is more important, this expansion and sustain changes doesn't make the game harder or more complicated. It makes it much easier, super *** simplified, no room for player progression in terms of player skill, or refinement of your rotation.
Capt_Morgan wrote: »It takes an interesting and exciting combat system and turns into a *** joke. That is why people are upset, and honestly, I think they have every right to be.
Looks like someone doesn't do endgame content.
@Dorrino I'm not sure we're playing the same game. Around the time Craglorn launched, there were dozens of end-game PvE guilds competing for PvE Leaderboards and dozens of active PvP guilds on each faction. The game had multiple PvP campaigns--with higher pop caps than the current campaigns--that saw action 24/7.
Fast forward to where we are now. There are basically two hardcore end-game PvE raiding guilds and one is threatening to disband if Morrowind changes go live. PvP, as you well know, has lost a tremendous amount of players. By no metric can you compare the states of the game then and now and say that the game is healthier where it is.
As for some of your other points, I didn't say many of the things you suggest I did (for example, where do I say we shouldn't have to manage resources? I only said that heavy attacks make for bland gameplay and I am prepared to double down on that claim.
Most people agree that resource management has become too trivial. But that doesn't mean the pendulum needs to swing so far in the opposite direction).
Crafts_Many_Boxes wrote: »You're making a whole lot of assumptions here yourself though. The biggest one is that resource management is somehow superior to not having to manage resources in the first place. It's not.
Crafts_Many_Boxes wrote: »And it's not more fun either, at least for the vast majority. This change isn't making the game more challenging, it's making it more annoying and micro-managey.
Crafts_Many_Boxes wrote: »From what I understand, one of the reasons the game did so poorly out of the gate BECAUSE there was so much emphasis on having to manage resources and work in heavy attacks. This was before I was around, but while leveling my stamDK, there were times I was forced to heavy attack for half the fight. It is NOT a fun way to play a game, at least in my humble opinion. I haven't been here long, but I've been playing MMOs on and off for almost 10 years now.
Crafts_Many_Boxes wrote: »IMO, there are 2 paths to an rpg: ability based or attack based. Most MMO rpgs are ability based, where you use your abilities, and using the same ability too often or not using certain replenishing abilities will drain your resources. However, you don't need to worry about things like light or heavy attacks, as they often have no bearing on your resource use.
The second path is attack based, where you have a combination of light attack heavy attack, side attack, overhead attack, things like that, etc. These types of attacks / blocks will drain your resources accordingly. I've never played it, but For Honor comes to mind. I think that has a stamina bar, right? Point being, there are no extraneous abilities on top of your standard swordplay techniques.
Crafts_Many_Boxes wrote: »The problem comes when you try and merge these two paths together. Dragon Age: Inquisition did it, and frankly I stopped playing that game because I found melee to be infuriating. Much like ESO, you had to land light and heavy attacks in between using your abilities, or you would run out of resources in under a minute. It was a fantastic game with an awful abomination of a resources system. Eventually, they added an autoattack feature, but it came months later and didn't work properly for melee characters.
My point is that combining a light-heavy attack style of gameplay with resource-intensive ability/skill usage just creates too much of a headache, both for balance purposes and just in terms of general playability and enjoyment.
Crafts_Many_Boxes wrote: »I'm dreading having to go back to just heavy attacking every few seconds, now that I've finally got enough CP on live to get through combat without doing that for most open world encounters. Even with 180 CP now, I still can't sustain for more than a minute or two on my stamDK though, and it shows during dungeons.
ZOS_GinaBruno wrote: »
Item Sets
- Burning Spellweave: Decreased the proc chance to 15% from 20%, and decreased the Spell Damage bonus to 525 from 600.
Developer Comments:Burning Spellweave is currently one of the most dominant Magicka DPS sets in the game, which limits diversity in set gearing. We’ve slightly reduced the proc chance and Spell Damage it grants so it is more in-line with other Item Set options, and is only a more attractive option when you are using many Flame Damage attacks.
GreenSoup2HoT wrote: »ZOS_GinaBruno wrote: »
General
Guild
- Mages Guild
- Radiant Magelight (Magelight morph):
Developer Comments:
- This morph no longer passively reduces your damage taken by sneak attacks. It continues to passively prevent the stun from sneak attacks.
- Reduced the cost of this morph by approximately 10%.
Due to the reduction of sneak attack damage against other player characters, it is no longer necessary for Radiant Magelight to reduce their damage further. This prevents situations where using a sneak attack would actually do less damage than a normal attack. We’ve reduced the cost on this morph to make it more attractive relative to Inner Light.
@Wrobel Here's a little rant but its my honest opinion about this change.
I believe your going to regret ever changing this ability's function but there is one missing piece you at zos have left out to justify this change in my opinion. How much stealth damage are we losing (vs players or monsters while attacking from stealth)? The patchnotes only stated of a stealth damage bonus but not how much it was. No where on the forums can i find the answer.
What if the right thing to do is to leave the stealth damage bonus and Magelight unchanged but make it so Magelight cannot empower your next attack while in stealth. In my opinion, if you want to tone down stealth damage, it needs to be done by getting rid of this easily accessible empower making Onslaught/Snipe/Wrecking Blow or any other heavy hitting attack that was 1 shotting players... not that strong after losing 20% total damage. [Also reduce proc set damage please.]
Im honestly shocked that this ability is being changed when this skill alone created its own playstyle dynamics for pvp. Now all players are vulnerable to ganks. No longer can i sit in the middle of a group of players and protect them from being bombed by a magicka nightblade with radiant magelight slotted. No longer can i sit out in the open in hopes someone tries to gank me.. then punish them because i had radiant mage light slotted.. preventing some damage (console players cannot see enemy active buffs).
I was a big advocate for the old toggled radiant mage light back in the day, you felt like a sentry and gankers feared you. Not to many people wanted to invest using the ability on both bars but if you did... you created a whole new dynamic that gankers had to worry about. The toggled magelight created gankers that killed other gankers. Something that doesn't happen to often anymore. Gankers knew to stay away from you because you had it floating around you potentially revealing them. I miss those days.
I'm disappointed to see the stealth damage mitigation from radiant and stealth damage bonus mechanic from sneak disappear. When it reality it could have been avoided by adjusting other mechanics (magelight empower / reducing proc set damage). I never got 1 shot with radiant mage light. Its cause and effect... you dont slot the ability your subject to ganks. You slot radiant mage light.. you and your allies become safe from ganks but your down 1 ability (2 abilties when it was a toggle) that may loose you the fight in a 1v1 against a class not stealth oriented. All these mind games were even better when it was a toggle, you could see it active and players knew you sacrificed to use it.
This change reminds me of when we lost camouflage hunters bonus damage to vampires... which made me use the toggled radiant mage light in the first place on my stamina nightblade vampire. It was cause and effect.. your a vampire, your subject to one shots. Which is why so many vampires at the time were using Radiant Mage Light. You use to see vampire gankers with radiant mage light hunting the none vampire gankers using camouflage hunter... so many fond memories.
I just hope your ready for the complaining wrobel. Without stealth damage mitigation, nobody's safe from the nightblade.
GreenSoup2HoT wrote: »ZOS_GinaBruno wrote: »
General
Guild
- Mages Guild
- Radiant Magelight (Magelight morph):
Developer Comments:
- This morph no longer passively reduces your damage taken by sneak attacks. It continues to passively prevent the stun from sneak attacks.
- Reduced the cost of this morph by approximately 10%.
Due to the reduction of sneak attack damage against other player characters, it is no longer necessary for Radiant Magelight to reduce their damage further. This prevents situations where using a sneak attack would actually do less damage than a normal attack. We’ve reduced the cost on this morph to make it more attractive relative to Inner Light.
@Wrobel Here's a little rant but its my honest opinion about this change.
I believe your going to regret ever changing this ability's function but there is one missing piece you at zos have left out to justify this change in my opinion. How much stealth damage are we losing (vs players or monsters while attacking from stealth)? The patchnotes only stated of a stealth damage bonus but not how much it was. No where on the forums can i find the answer.
What if the right thing to do is to leave the stealth damage bonus and Magelight unchanged but make it so Magelight cannot empower your next attack while in stealth. In my opinion, if you want to tone down stealth damage, it needs to be done by getting rid of this easily accessible empower making Onslaught/Snipe/Wrecking Blow or any other heavy hitting attack that was 1 shotting players... not that strong after losing 20% total damage. [Also reduce proc set damage please.]
Im honestly shocked that this ability is being changed when this skill alone created its own playstyle dynamics for pvp. Now all players are vulnerable to ganks. No longer can i sit in the middle of a group of players and protect them from being bombed by a magicka nightblade with radiant magelight slotted. No longer can i sit out in the open in hopes someone tries to gank me.. then punish them because i had radiant mage light slotted.. preventing some damage (console players cannot see enemy active buffs).
I was a big advocate for the old toggled radiant mage light back in the day, you felt like a sentry and gankers feared you. Not to many people wanted to invest using the ability on both bars but if you did... you created a whole new dynamic that gankers had to worry about. The toggled magelight created gankers that killed other gankers. Something that doesn't happen to often anymore. Gankers knew to stay away from you because you had it floating around you potentially revealing them. I miss those days.
I'm disappointed to see the stealth damage mitigation from radiant and stealth damage bonus mechanic from sneak disappear. When it reality it could have been avoided by adjusting other mechanics (magelight empower / reducing proc set damage). I never got 1 shot with radiant mage light. Its cause and effect... you dont slot the ability your subject to ganks. You slot radiant mage light.. you and your allies become safe from ganks but your down 1 ability (2 abilties when it was a toggle) that may loose you the fight in a 1v1 against a class not stealth oriented. All these mind games were even better when it was a toggle, you could see it active and players knew you sacrificed to use it.
This change reminds me of when we lost camouflage hunters bonus damage to vampires... which made me use the toggled radiant mage light in the first place on my stamina nightblade vampire. It was cause and effect.. your a vampire, your subject to one shots. Which is why so many vampires at the time were using Radiant Mage Light. You use to see vampire gankers with radiant mage light hunting the none vampire gankers using camouflage hunter... so many fond memories.
I just hope your ready for the complaining wrobel. Without stealth damage mitigation, nobody's safe from the nightblade.
Nobody is safe from the nightblade?
Have you read any other patch notes or just this one about Magelight?
ZOS_GinaBruno wrote: »
- Pirate Skeleton: This item set no longer procs if the damage you take is fully absorbed by a damage shield.
- Pirate Skeleton: Increased the proc chance to 8% from 5%.
Developer Comments:We’ve increased the proc chance on this Item Set to make it more attractive for tanks, but have also added the restriction that it cannot proc on damage shields. This means you will need to take damage to your health in order to proc it, and cannot easily circumvent the Minor Defile penalty. It also adds more risk to utilizing this set as a damage shield user since you must first let your damage shields fall off.
visionality wrote: »Good changes overall. Yet, some suggestions:
- BWS: don't nerf the set (yes it is too strong compared with all - weaker - alternatives), buff the alternatives. That way, you open new possibilites without frustrating all those who already have a BSW set and don't want to go looking for something new
- stun from stealth attacks: NB gankers will hate me, but sorry, this should go completely. The major buff for a surprise attack out of stealth should be SURPRISE. I can live with the 100% crit strike guarantee on top because it somehow makes sense, but considering the nerf to ressources, the stun is too much. Just remove it and give radiant magelight some other utility.
- shards and orbs: I really dislike the shared cooldown on both, especially after the partly un-nerf of shards. In heavy battle situations it's simply not possible to select the one you want if both are right in front of you. Very often you grab a shard, activate the synergy and - bang, get the orb that was floating by instead.
- minor stamina steal: With repentance gone as the game's biggest stamina refill, we need some help for stamina players. Unless I totally missed it (stupid me, then!), there is nothing comparable to minor magicasteal for stam builds. Pls add.
- armor restyle: yes yes, 1001st post on this. But - hey! - what exactly is the problem with allowing players to restyle their armor in the look they like most? I don't think everybody would run around in Xyvkyn after that.
ADDED
- siphoning strikes: I still feel the restriction to either magica or stamina regen (plus health) is a gamechanger, and not in a positive way. NBs loose versatility, especially in PVP. Why not open up an alternative? Give morph #1 health regen plus regen on the bigger pool (magica or stamina), give morph #2 magica and stamina regen, but no heal. And no, there should NOT be a lower regen ticking while the ability runs plus an additional "bonus" at the end. It should be a constant and consistent buff.