@Emma_Overload I've been fighting "scrubs" like dracane, the indisputable best pet sorc in the game, and witnessed "scrubs" like dusk decimate with 5 necro 3 ancient grace 15k shields on pet sorcs 1v1. After reading what oh said it is pretty clear that you are ignorant and have no idea what you are talking about. Pet sorcs only run one shield 1v1, and if you would run a single 9k shield you would be absolutely decimated. Please get your facts right before trying to act all smart.
ZOS_GinaBruno wrote: »Hi guys,
We want to give you a heads up that in next week’s PTS incremental patch, you’ll begin seeing balance changes specifically affecting item sets, including some 5-set bonuses and monster sets, and fixes for enchant/poison procs. Below is a preview of the balance changes we’re currently planning to include in the next PTS patch:Any additional balance changes will come in the following PTS patch the week of August 7th. Thanks for all your feedback and bug reports thus far. We look forward to hearing what you think of the upcoming changes once you have a chance to try them out on the PTS!
- Increasing the item set proc delay from Selene
- The summoned monster from the Maw of Infernal set will deal flame damage only, instead of having some attacks be physical and some flame
- Reducing the item set proc delay from Nerien’eth
- The item set proc from Tremorscale will have a 1 second delay and telegraph
- Reducing the self-snare from Ironblood
- Adjusting the 5-piece bonuses from nine other item sets
- The Willow’s Path set will work with drinks and other buffs
- The Shield Expert passive will grant 1500 resist when using a shield or Frost Staff
- The Minor Slayer buff will no longer be removed when wearing multiple sets that give the buff
- Optimizing a number of abilities to reduce the overall load on the server
- Heavy attacking with melee weapons will proc weapon enchants or poisons as originally intended
- Improving Werewolf attack weaving
- Fixing a bug where resource drain poisons restore resources twice per tick
@Emma_Overload I've been fighting "scrubs" like dracane, the indisputable best pet sorc in the game, and witnessed "scrubs" like dusk decimate with 5 necro 3 ancient grace 15k shields on pet sorcs 1v1. After reading what oh said it is pretty clear that you are ignorant and have no idea what you are talking about. Pet sorcs only run one shield 1v1, and if you would run a single 9k shield you would be absolutely decimated. Please get your facts right before trying to act all smart.
Emma_Overload wrote: »@Emma_Overload I've been fighting "scrubs" like dracane, the indisputable best pet sorc in the game, and witnessed "scrubs" like dusk decimate with 5 necro 3 ancient grace 15k shields on pet sorcs 1v1. After reading what oh said it is pretty clear that you are ignorant and have no idea what you are talking about. Pet sorcs only run one shield 1v1, and if you would run a single 9k shield you would be absolutely decimated. Please get your facts right before trying to act all smart.
LOL, I know EXACTLY what I'm talking about. You know why? Because I RUN a pet sorc, fool. And I'm telling you the first time you run into a bunch of GOOD players, they're going to knock out your pet with two wrecking blows while you desperately spam Hardened Ward, then they're gonna turn around and clobber your ass because your build depended on that extra 4000 magicka and now your shield is tiny.
The only time I bother with pets now is if I'm going to be dueling, which is a guaranteed 1v1 situation, or if I'm running with a bunch of other friendly players, so my pet is kind of ignored in the chaos when we run into enemies.
Joy_Division wrote: »Mag sorc is only OP against bad and average players. I hope that ZOS keeps balancing for high end combat and leaves poor sorcs alone (im a DK).
It amazes me that nobody on these boards talks about or whines about the most ridiculous proc set there is.
Nerf to blessed meridian plz?
Great troll spec Vs. a single attacker for sure. If it were better in open world, I'd think more people would wear it as the set is easy to farm.
I don't see it in the open world often but I do see it in the BGs and obviously in duels. I think it has the same reputation in duels that resource cost poisons have - most high end players view it as cheating and won't run it.
But I've started to see it more and more often in the BGs and it's driving me insane. I also will run it and trollking if I dont have a reliable healer with me. I feel dirty doing it though lol.
The set is not working as intended. There are certain aspects to it that contradict the tooltip that make it ridiculously OP in certain situations. I don't want to post about it here and start a new meta lol. Suffice to say that it's ridiculous in 1v1 AND
in small groups
The summoned monster from the Maw of Infernal set will deal flame damage only, instead of having some attacks be physical and some flame
SlowMetabolism wrote: »Things I would like to see
1. Executes
should do what they are supposed to do. If I hit someone with a reverse slash at 10% health and it connects I should not have to hit 1 or 2 more executes to finish them off.
2. Soul Assault
This ability does far too much damage. Period. Needs to be bashable like it used to be for counterplay. Snares you pretty hard so even if it is bashable if you lack a gap closer you will probably take the full duration. Being bashable it would also make the person using it actually have to put in some effort into when they use it.
3. Dark Deal
Every other class had their defining sustain ability passives nerfed excluding sorcs, specifically stam. They are the only class who even in no cp dont have to invest into a bit of sustain. I understand its bashable but unless you are spamming bash prior to them using the ability it is way too fast to bash consistently.
4. Warden's Bird
Needs to be dodgeable. End of discussion. Whoever thought that was a good idea was wrong.
5. DK Helping Hands
This passive needs reverted back to how it was. It required you to build for max if you wanted minor sustain from it.
6. Siphoning Attacks
This ability *needed* a nerf but now in my opinion is not even worth slotting. I dont need it to heal me. I need it to help sustain. I dont need to have 3 heals on my bar (rally, vigor and siphoning). Also dont understand why I have to let the timer run out to get my burst resources when the point is to keep your buffs up.
Trying to get back into this game after 4 months of not playing and these are some key things that I think would make this game better in most aspects. As for the patch so far it is the best one I can think of since I have been keeping up with the patch notes on the forums.
Strider_Roshin wrote: »Soul Assault needs to be interruptible. This no counterplay nonsense if you're stamina is ridiculous.
Speed up the Cliff Racer's animation while making it dodgeable.
Increase the duration of EotS while maintaining its overall damage. Make it block-able as well.
Improve medium armor's Survivability. Either give us extra crit resistance or give us mitigation while "dodging" undodgeable attacks.
Cap the strength of damage shields to 70% of the users max health (in PvP double it in order to compensate for battle spirit)
Replace evasion with snare/root immunity.
Reduce the invincibility frames for dodge rolling. If you're not rolling, you're not dodging. Only do this chance if you make dodge rolling viable again; don't kick us while we're down.
Make it so snakesblood reduce the negative effects of poisons.
Allow us to dye our weapons.
Waffennacht wrote: »SlowMetabolism wrote: »Things I would like to see
1. Executes
should do what they are supposed to do. If I hit someone with a reverse slash at 10% health and it connects I should not have to hit 1 or 2 more executes to finish them off.
2. Soul Assault
This ability does far too much damage. Period. Needs to be bashable like it used to be for counterplay. Snares you pretty hard so even if it is bashable if you lack a gap closer you will probably take the full duration. Being bashable it would also make the person using it actually have to put in some effort into when they use it.
3. Dark Deal
Every other class had their defining sustain ability passives nerfed excluding sorcs, specifically stam. They are the only class who even in no cp dont have to invest into a bit of sustain. I understand its bashable but unless you are spamming bash prior to them using the ability it is way too fast to bash consistently.
4. Warden's Bird
Needs to be dodgeable. End of discussion. Whoever thought that was a good idea was wrong.
5. DK Helping Hands
This passive needs reverted back to how it was. It required you to build for max if you wanted minor sustain from it.
6. Siphoning Attacks
This ability *needed* a nerf but now in my opinion is not even worth slotting. I dont need it to heal me. I need it to help sustain. I dont need to have 3 heals on my bar (rally, vigor and siphoning). Also dont understand why I have to let the timer run out to get my burst resources when the point is to keep your buffs up.
Trying to get back into this game after 4 months of not playing and these are some key things that I think would make this game better in most aspects. As for the patch so far it is the best one I can think of since I have been keeping up with the patch notes on the forums.
Aka I want there to be no counter to an Execute but I want SA and Birds to be far easier to counter.
Another Stam player that wants his 20k opening burst untouched and keep the ability to roll Dodge until they can do it again.
SlowMetabolism wrote: »Waffennacht wrote: »SlowMetabolism wrote: »Things I would like to see
1. Executes
should do what they are supposed to do. If I hit someone with a reverse slash at 10% health and it connects I should not have to hit 1 or 2 more executes to finish them off.
2. Soul Assault
This ability does far too much damage. Period. Needs to be bashable like it used to be for counterplay. Snares you pretty hard so even if it is bashable if you lack a gap closer you will probably take the full duration. Being bashable it would also make the person using it actually have to put in some effort into when they use it.
3. Dark Deal
Every other class had their defining sustain ability passives nerfed excluding sorcs, specifically stam. They are the only class who even in no cp dont have to invest into a bit of sustain. I understand its bashable but unless you are spamming bash prior to them using the ability it is way too fast to bash consistently.
4. Warden's Bird
Needs to be dodgeable. End of discussion. Whoever thought that was a good idea was wrong.
5. DK Helping Hands
This passive needs reverted back to how it was. It required you to build for max if you wanted minor sustain from it.
6. Siphoning Attacks
This ability *needed* a nerf but now in my opinion is not even worth slotting. I dont need it to heal me. I need it to help sustain. I dont need to have 3 heals on my bar (rally, vigor and siphoning). Also dont understand why I have to let the timer run out to get my burst resources when the point is to keep your buffs up.
Trying to get back into this game after 4 months of not playing and these are some key things that I think would make this game better in most aspects. As for the patch so far it is the best one I can think of since I have been keeping up with the patch notes on the forums.
Aka I want there to be no counter to an Execute but I want SA and Birds to be far easier to counter.
Another Stam player that wants his 20k opening burst untouched and keep the ability to roll Dodge until they can do it again.
Not sure how you got that from anything I said. Can say I've seen you around the forums and was unaware you were this unable to read and gather information and critique what was wrote instead of bashing me for something you "think" I am.
As for you complaining about executes what I said should go across the board whether it be stam or magic executes. No need for someone to have to be executed 3 times well below 25% health. I would say blocking and roll dodging are obvious counters to executes btw or shielding before you complain im only a stam player.
Ragnaroek93 wrote: »Emma_Overload wrote: »@Emma_Overload I've been fighting "scrubs" like dracane, the indisputable best pet sorc in the game, and witnessed "scrubs" like dusk decimate with 5 necro 3 ancient grace 15k shields on pet sorcs 1v1. After reading what oh said it is pretty clear that you are ignorant and have no idea what you are talking about. Pet sorcs only run one shield 1v1, and if you would run a single 9k shield you would be absolutely decimated. Please get your facts right before trying to act all smart.
LOL, I know EXACTLY what I'm talking about. You know why? Because I RUN a pet sorc, fool. And I'm telling you the first time you run into a bunch of GOOD players, they're going to knock out your pet with two wrecking blows while you desperately spam Hardened Ward, then they're gonna turn around and clobber your ass because your build depended on that extra 4000 magicka and now your shield is tiny.
The only time I bother with pets now is if I'm going to be dueling, which is a guaranteed 1v1 situation, or if I'm running with a bunch of other friendly players, so my pet is kind of ignored in the chaos when we run into enemies.
So you are complaining about all other builds while you are playing a freaking petsorc in duels??? You clearly DON'T know what you are talking about because petsorc 1v1 is EASYMODE against 99% of the builds out there.
Waffennacht wrote: »SlowMetabolism wrote: »Waffennacht wrote: »SlowMetabolism wrote: »Things I would like to see
1. Executes
should do what they are supposed to do. If I hit someone with a reverse slash at 10% health and it connects I should not have to hit 1 or 2 more executes to finish them off.
2. Soul Assault
This ability does far too much damage. Period. Needs to be bashable like it used to be for counterplay. Snares you pretty hard so even if it is bashable if you lack a gap closer you will probably take the full duration. Being bashable it would also make the person using it actually have to put in some effort into when they use it.
3. Dark Deal
Every other class had their defining sustain ability passives nerfed excluding sorcs, specifically stam. They are the only class who even in no cp dont have to invest into a bit of sustain. I understand its bashable but unless you are spamming bash prior to them using the ability it is way too fast to bash consistently.
4. Warden's Bird
Needs to be dodgeable. End of discussion. Whoever thought that was a good idea was wrong.
5. DK Helping Hands
This passive needs reverted back to how it was. It required you to build for max if you wanted minor sustain from it.
6. Siphoning Attacks
This ability *needed* a nerf but now in my opinion is not even worth slotting. I dont need it to heal me. I need it to help sustain. I dont need to have 3 heals on my bar (rally, vigor and siphoning). Also dont understand why I have to let the timer run out to get my burst resources when the point is to keep your buffs up.
Trying to get back into this game after 4 months of not playing and these are some key things that I think would make this game better in most aspects. As for the patch so far it is the best one I can think of since I have been keeping up with the patch notes on the forums.
Aka I want there to be no counter to an Execute but I want SA and Birds to be far easier to counter.
Another Stam player that wants his 20k opening burst untouched and keep the ability to roll Dodge until they can do it again.
Not sure how you got that from anything I said. Can say I've seen you around the forums and was unaware you were this unable to read and gather information and critique what was wrote instead of bashing me for something you "think" I am.
As for you complaining about executes what I said should go across the board whether it be stam or magic executes. No need for someone to have to be executed 3 times well below 25% health. I would say blocking and roll dodging are obvious counters to executes btw or shielding before you complain im only a stam player.
That's what's causing you to Execute multiple times... Dodge roll... Shields... And block ... That's why there is a need to use the Execute multiple times
...
Because it's being countered...
So, yeah... Horrible idea to remove those
You want to make Executes uncountable (how else would you just flat out kill an opponent with an Execute?)
But you want magicka warden only pressure nerfed
You want magicka's only cheap ult nerfed
You want syphon to be somewhere - cuz you don't need it on your bar you have the STAMINA (ok Stam NB) heals
Oh I read what you posted, and it's biased as hell
SlowMetabolism wrote: »Waffennacht wrote: »SlowMetabolism wrote: »Waffennacht wrote: »SlowMetabolism wrote: »Things I would like to see
1. Executes
should do what they are supposed to do. If I hit someone with a reverse slash at 10% health and it connects I should not have to hit 1 or 2 more executes to finish them off.
2. Soul Assault
This ability does far too much damage. Period. Needs to be bashable like it used to be for counterplay. Snares you pretty hard so even if it is bashable if you lack a gap closer you will probably take the full duration. Being bashable it would also make the person using it actually have to put in some effort into when they use it.
3. Dark Deal
Every other class had their defining sustain ability passives nerfed excluding sorcs, specifically stam. They are the only class who even in no cp dont have to invest into a bit of sustain. I understand its bashable but unless you are spamming bash prior to them using the ability it is way too fast to bash consistently.
4. Warden's Bird
Needs to be dodgeable. End of discussion. Whoever thought that was a good idea was wrong.
5. DK Helping Hands
This passive needs reverted back to how it was. It required you to build for max if you wanted minor sustain from it.
6. Siphoning Attacks
This ability *needed* a nerf but now in my opinion is not even worth slotting. I dont need it to heal me. I need it to help sustain. I dont need to have 3 heals on my bar (rally, vigor and siphoning). Also dont understand why I have to let the timer run out to get my burst resources when the point is to keep your buffs up.
Trying to get back into this game after 4 months of not playing and these are some key things that I think would make this game better in most aspects. As for the patch so far it is the best one I can think of since I have been keeping up with the patch notes on the forums.
Aka I want there to be no counter to an Execute but I want SA and Birds to be far easier to counter.
Another Stam player that wants his 20k opening burst untouched and keep the ability to roll Dodge until they can do it again.
Not sure how you got that from anything I said. Can say I've seen you around the forums and was unaware you were this unable to read and gather information and critique what was wrote instead of bashing me for something you "think" I am.
As for you complaining about executes what I said should go across the board whether it be stam or magic executes. No need for someone to have to be executed 3 times well below 25% health. I would say blocking and roll dodging are obvious counters to executes btw or shielding before you complain im only a stam player.
That's what's causing you to Execute multiple times... Dodge roll... Shields... And block ... That's why there is a need to use the Execute multiple times
...
Because it's being countered...
So, yeah... Horrible idea to remove those
You want to make Executes uncountable (how else would you just flat out kill an opponent with an Execute?)
But you want magicka warden only pressure nerfed
You want magicka's only cheap ult nerfed
You want syphon to be somewhere - cuz you don't need it on your bar you have the STAMINA (ok Stam NB) heals
Oh I read what you posted, and it's biased as hell
Actually its not being countered. They are at 15% health get executed without blocking and are still alive. That shouldnt happen.... right?
Soul assault can stay cheap, the damage can even stay the same for all I care however if it does it needs a counter if its going to be that cheap and do that much damage. Common sense.
Magicka wardens only pressure huh? Sounds like the other class abilities need buffed so they are usable so they dont have to just spam 1 button and be an uncounterable nuisance.
Dark deal would affect stamina mostly and the buff/revert I would like to see helping hands get would positively affect mag and stam DK's. The revert with a small nerf I would like to see siphoning get would also be a buff to both nightblade playstyles. So before you complain about how one-sided my post was think about it. Im picturing you now, a bird spamming warden with a soul assault ult ready to Xv1.
Before you respond please actually try to look at everything and post actual counter points to what I've said so we can have a productive conversation instead of making false assumptions.
Stam Nightblade is my 3rd best class behind my magblade and stam DK.
ZOS_GinaBruno wrote: »
- Improving Werewolf attack weaving
@Ragnaroek93 lmao yeah pet sorcs are disgusting atm, I do hope they get nerfed one way or another. Also lolpotence, make it give a 2k mag bonus instead of a 4K one imo.
Necro NEEDS a nerf. Too many bad magblade rerolls getting carried by 20k shieldstacks it's not even funny at this point.
Lord_Dexter wrote: »@Ragnaroek93 lmao yeah pet sorcs are disgusting atm, I do hope they get nerfed one way or another. Also lolpotence, make it give a 2k mag bonus instead of a 4K one imo.
Necro NEEDS a nerf. Too many bad magblade rerolls getting carried by 20k shieldstacks it's not even funny at this point.
L2P, necro only gives 1500 more magicka comparing Draugr Hulk Set stamina bonus.
Lord_Dexter wrote: »@Ragnaroek93 lmao yeah pet sorcs are disgusting atm, I do hope they get nerfed one way or another. Also lolpotence, make it give a 2k mag bonus instead of a 4K one imo.
Necro NEEDS a nerf. Too many bad magblade rerolls getting carried by 20k shieldstacks it's not even funny at this point.
L2P, necro only gives 1500 more magicka comparing Draugr Hulk Set stamina bonus.
1500 magicka is currently worth over 50% more than one normal set bonus. Magicka also benefits from much more percentage modifiers than stamina, making it more valuable as a raw stat (where as weapon damage is more valuable for stamina builds).
There are also no stamina skills that would scale even remotely as strongly with Stamina as shields do with Magicka.
1000 stamina=37 health/second with Vigor, or 185 over 5 seconds
1000 magicka=+487 to Hardened Ward
Draugr Hulk is a garbage set.
Lord_Dexter wrote: »Lord_Dexter wrote: »@Ragnaroek93 lmao yeah pet sorcs are disgusting atm, I do hope they get nerfed one way or another. Also lolpotence, make it give a 2k mag bonus instead of a 4K one imo.
Necro NEEDS a nerf. Too many bad magblade rerolls getting carried by 20k shieldstacks it's not even funny at this point.
L2P, necro only gives 1500 more magicka comparing Draugr Hulk Set stamina bonus.
1500 magicka is currently worth over 50% more than one normal set bonus. Magicka also benefits from much more percentage modifiers than stamina, making it more valuable as a raw stat (where as weapon damage is more valuable for stamina builds).
There are also no stamina skills that would scale even remotely as strongly with Stamina as shields do with Magicka.
1000 stamina=37 health/second with Vigor, or 185 over 5 seconds
1000 magicka=+487 to Hardened Ward
Draugr Hulk is a garbage set.
Not sure why are you comparing sets b/w for same stats, every set have to be different not similar as hulk and bone pirate givea good max stamina so so hunding rage or ravager gives weapon damage.
Lord_Dexter wrote: »stam sorc + red guard get almost similar treatment as mag sorc in terms of max stam poll buff..
Lord_Dexter wrote: »Mages guild increases magicka stat insead of spell damage but clearly fighter guild gives lot of damage weapon buff
So this 1500 is just not gour best card to play.
Lord_Dexter wrote: »Hardened ward is not issue, i do not know if you are talking about this ward in PVE or PVP..
Clearly hardly anyone uses necro in pvp and pve should not be an issue! as dual wield can use damage reduction shield in pve and evey dual wield benfit from Exploiter passive in PVE when Mag sorc uses wall of elements!
Lord_Dexter wrote: »Do not talk about heals from vigor, every good pvp players usea rally+ vigor which is no doubt amazing heals!
Lord_Dexter wrote: »Shield stacking can be an issue in cyrodil when ward + harness magicka + restro ward stacks but again any good stam tank can be harder to kill as mag sorc with shield stacking but there is a CP that increase damage against shield targets and yes there is a set shield breaker that uses effectively against sorcs shield!
L2P,