Really another nerf to maw of the infernal which wasnt needed that set actually needs a buff
paulsimonps wrote: »So just did a little test with Tremorscale, unless the target is standing perfectly still, or is already severly snared, you can just walk out of it like its nothing, easiest thing in the world to dodge now. And since most people are in constant movement in fights this set now demands you to use Roots or knock downs before use or you will miss 100% of the time.
Vercingetorix wrote: »That is a poor argument, I've played stealthy medium armor rogues/assassins in half a dozen MMOs & been perfectly able to duel people in them & stay competitive. Why do you think ESO should be different?
Especially considering that this 1v1 weakness is more of a recent development - duels in medium armor used to be perfectly balanced in 2014/2015.
Those other "half-dozen MMOs" did things their way. ESO treats medium armor differently. Dueling people is something you do that's an OPTIONAL and unrepresentative component of actual PvP combat. Being upset that your rogue doesn't tank hits out in the open like Heavy Armor or a fully warded mage is ridiculous. Medium armor trades defense for extra burst damage and stealth bonuses - in THIS game.
Oh boy... where to begin.
Yes, they currently do (and it's driving plenty of people I know away from the game) - this hasn't always been the case though - medium armor was more balanced in 1v1 before and there's no reason why it shouldn't be.ESO treats medium armor differently. Dueling is actual PvP (Player vs Player) combat. You might not think so, but a lot of people who enjoy testing their mettle in a controlled 1v1 environment do. Is there a downside to actually making these people happy? Please, let me know.Dueling people is something you do that's an OPTIONAL and unrepresentative component of actual PvP combat. There are more ways of mitigating damage & engaging your opponents than tanking it with Heavy Armor or spamming shields. The source of most unbalance currently is that these specific methods are not working well enough (i.e. undodgeable attacks).Being upset that your rogue doesn't tank hits out in the open like Heavy Armor or a fully warded mage is ridiculous. No it doesn't - magicka builds can deal just as much (and often more) burst with their combos than medium armor users, and heavy armor is actually able to get much higher weapon damage than medium armor (e.g. Fury+Legion) & thus has potential to deal much more damage as well.Medium armor trades defense for extra burst damage There are no real impactful medium armor specific stealth bonuses - everyone deals the same amount of damage from stealth (ever since they removed sneak attack modifier, which granted stamina skills +20% damage from stealth). Anyone can stealth - in THIS game.and stealth bonuses
Ok,
1. treating medium armor the same as heavy would make the game that much more boring as it would remove diversity.
2. Well, I agree its pvp so no issues there
3. Medium armor excels at allowing you to do significantly more up front damage as well as avoid attacks through dodge, via extra resource management, and shuffle ( a combo dodge + snare removal)
4. Heavy armor will only get that high weapon damage against someone who doesn't know how to counter it and if they are constantly being attacked during that time, often requiring a long while before they can output their full potential ( also with those two set combos, the sustain on those builds will be significantly lower (basically garbage) than a medium armor build so running them out of resources is extremely easy.)
5. stealth bonii are more inline with the ability to sustain resources and stealth for longer periods.
Extra: only thing i think they should do is make the armor skill lines require 5 pieces of that weight. That way, medium armor will retain its uniqueness and give it an exclusive, and fairly powerful mitigation abiltiy through shuffle. The problem at the moment in heavy is that they can stack full resist and get the 15% dodge chance of a medium armor build at once.
Vercingetorix wrote: »That is a poor argument, I've played stealthy medium armor rogues/assassins in half a dozen MMOs & been perfectly able to duel people in them & stay competitive. Why do you think ESO should be different?
Especially considering that this 1v1 weakness is more of a recent development - duels in medium armor used to be perfectly balanced in 2014/2015.
Those other "half-dozen MMOs" did things their way. ESO treats medium armor differently. Dueling people is something you do that's an OPTIONAL and unrepresentative component of actual PvP combat. Being upset that your rogue doesn't tank hits out in the open like Heavy Armor or a fully warded mage is ridiculous. Medium armor trades defense for extra burst damage and stealth bonuses - in THIS game.
Oh boy... where to begin.
Yes, they currently do (and it's driving plenty of people I know away from the game) - this hasn't always been the case though - medium armor was more balanced in 1v1 before and there's no reason why it shouldn't be.ESO treats medium armor differently. Dueling is actual PvP (Player vs Player) combat. You might not think so, but a lot of people who enjoy testing their mettle in a controlled 1v1 environment do. Is there a downside to actually making these people happy? Please, let me know.Dueling people is something you do that's an OPTIONAL and unrepresentative component of actual PvP combat. There are more ways of mitigating damage & engaging your opponents than tanking it with Heavy Armor or spamming shields. The source of most unbalance currently is that these specific methods are not working well enough (i.e. undodgeable attacks).Being upset that your rogue doesn't tank hits out in the open like Heavy Armor or a fully warded mage is ridiculous. No it doesn't - magicka builds can deal just as much (and often more) burst with their combos than medium armor users, and heavy armor is actually able to get much higher weapon damage than medium armor (e.g. Fury+Legion) & thus has potential to deal much more damage as well.Medium armor trades defense for extra burst damage There are no real impactful medium armor specific stealth bonuses - everyone deals the same amount of damage from stealth (ever since they removed sneak attack modifier, which granted stamina skills +20% damage from stealth). Anyone can stealth - in THIS game.and stealth bonuses
Ok,
1. treating medium armor the same as heavy would make the game that much more boring as it would remove diversity.
2. Well, I agree its pvp so no issues there
3. Medium armor excels at allowing you to do significantly more up front damage as well as avoid attacks through dodge, via extra resource management, and shuffle ( a combo dodge + snare removal)
4. Heavy armor will only get that high weapon damage against someone who doesn't know how to counter it and if they are constantly being attacked during that time, often requiring a long while before they can output their full potential ( also with those two set combos, the sustain on those builds will be significantly lower (basically garbage) than a medium armor build so running them out of resources is extremely easy.)
5. stealth bonii are more inline with the ability to sustain resources and stealth for longer periods.
Extra: only thing i think they should do is make the armor skill lines require 5 pieces of that weight. That way, medium armor will retain its uniqueness and give it an exclusive, and fairly powerful mitigation abiltiy through shuffle. The problem at the moment in heavy is that they can stack full resist and get the 15% dodge chance of a medium armor build at once.
I've said all I have to say in my thread about Medium Armor - I'm tired of repeating myself.
All I can say is that you're wrong regarding medium armor supposedly having more sustain than light/heavy, as well as about medium dealing "significantly more up front damage" (I guess you've never been hit by Curse+Frag+Wrath by a high damage magicka sorc, or a Warden combo).
There are also no "stealth bonii", they're gone (since Morrowind). You do the same dmg from stealth as you do normally.
Ragnaroek93 wrote: »Honestly, almost no broken mechanics got fixed in any way:
- Bleeds still too strong
- Infused oblivion enchants still too strong
- Medium armor still too weak
- Bow still too weak
- Sorc still too strong (shieldstacking, magicka stacking, curse, ...)
- Necropotence not touched at all
- Shadowrend is broken, has almost perma uptime and bugs me out of cloak
Game design changes like weapontraits are good but balance wise this is a huge disappointment (like most of the time to be honest).
@actosh yes absolutely. You're digging yourself a pit with this. Selenes was an instant hit damage nearly double the power of skoria with double the proc chance and a faster cooldown. Seriously do you people know what youre talking about at all? Plus if you've bothered to read many of my other comments the biggest issue with Selenes as I've menioned is the fact that the cc is broken on incap strike and you often have no possibility of getting off the ground. Know what you're talking about before you decide to go forum warrior on me. And I say this all as someone who uses both sets and enjoys Selenes very much. It's still an insane amount of damage.
paulsimonps wrote: »So just did a little test with Tremorscale, unless the target is standing perfectly still, or is already severly snared, you can just walk out of it like its nothing, easiest thing in the world to dodge now. And since most people are in constant movement in fights this set now demands you to use Roots or knock downs before use or you will miss 100% of the time.
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.
Man, feels like you guys really just don't like tanks. Defending nerfed. Shield CP passive nerfed. Plague Dr. nerfed. Sustain nerfed repeatedly in different ways through various patches. DK nerfs (I know, specific class, but it effected DK tanks obviously). Maybe the secret to getting sorcs brought into balance is to start shield tanking on them lol.
paulsimonps wrote: »So just did a little test with Tremorscale, unless the target is standing perfectly still, or is already severly snared, you can just walk out of it like its nothing, easiest thing in the world to dodge now. And since most people are in constant movement in fights this set now demands you to use Roots or knock downs before use or you will miss 100% of the time.
paulsimonps wrote: »So just did a little test with Tremorscale, unless the target is standing perfectly still, or is already severly snared, you can just walk out of it like its nothing, easiest thing in the world to dodge now. And since most people are in constant movement in fights this set now demands you to use Roots or knock downs before use or you will miss 100% of the time.
Onto stormfist then on my stamina sorc.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
ZOS_GinaBruno wrote: »
New Homes
New homes are now available to be previewed and purchased for testing!
- Hakkvild's High Hall: Hakkvild, former Jarl of Falkreath who freed the hold from the hands of Yashnag's Orcs, built himself this spacious hall on the heights above town, with convenient access to the crypts of his ancestors. And now it can be yours!
- This home neighboring the Falkreath Hold dungeon shares a similar style, and includes both subterranean and above ground furnishing areas.
- This home will require you to complete achievements tied to Horns of the Reach in order to purchase it with gold, but is also available for crowns in furnished and unfurnished variants.
- Cozy Fenside Cottage: This comfy little thatched hut on the edge of Hag Fen in Glenumbra has tumbledown walls to keep the crocodiles and witches out, with easy access to the Iliac Bay if you have friends in the smuggling trade. So misty!
- This home will require you to complete the Witches Festival achievement “An Unsparing Harvest” in order to purchase it with gold, but is also available for crowns in furnished and unfurnished variants.
- Linchal Grand Manor: This imposing estate in the Nibenese style was originally built as the summer manor of an Imperial City nobleman, now sadly deceased. Gardens with statues and a reflecting pool surround the stately walled mansion. Sumptuous!
- This home will only be available for purchase with crowns once it goes live.
Man, feels like you guys really just don't like tanks. Defending nerfed. Shield CP passive nerfed. Plague Dr. nerfed. Sustain nerfed repeatedly in different ways through various patches. DK nerfs (I know, specific class, but it effected DK tanks obviously). Maybe the secret to getting sorcs brought into balance is to start shield tanking on them lol.
paulsimonps wrote: »So just did a little test with Tremorscale, unless the target is standing perfectly still, or is already severly snared, you can just walk out of it like its nothing, easiest thing in the world to dodge now. And since most people are in constant movement in fights this set now demands you to use Roots or knock downs before use or you will miss 100% of the time.
I'm OK with Tremor being 100% useless in PvP.
That's really interesting and actually great news. Oblivion enchant user's worse offenders are definetly mag classes spaming force pulse, see mag sorcs, cause they proc it very so often. But if it didn't when block? Well that might change a lot, there is now at least some counter play. I wouldn't be opposed if they push this over and make it so that blocking negates the p oc from all sources.paulsimonps wrote: »Also did some testing in regards to Oblivion Damage, we all know it can't be mitigated. Shield breaker, Knight Slayer, Enchantments, they can't be mitigated. HOWEVER, something I noticed, somethings can block the Oblivion Damage enchantment from Procing. Light and Heavy attacks from Sword and Shield would not proc it when blocked, Power Bash would not proc it, Shield Charge would not proc it, Pierce Armor and Heroic Slash however did proc it though block. I also tested Destro staff lightly, Wall of Elements and Impulse proced it but Force pulls and destructive clench did not.
When I can I will do a more extensive test of this and test all weapon abilities and their light attacks. But interesting that somethings prevents the enchantments from procing. This test was done with oblivion enchantment but I believe this most likely applies to all damage enchantments. As said, will test more later, this was just a quick round of tests.
That's really interesting and actually great news. Oblivion enchant user's worse offenders are definetly mag classes spaming force pulse, see mag sorcs, cause they proc it very so often. But if it didn't when block? Well that might change a lot, there is now at least some counter play. I wouldn't be opposed if they push this over and make it so that blocking negates the p oc from all sources.paulsimonps wrote: »Also did some testing in regards to Oblivion Damage, we all know it can't be mitigated. Shield breaker, Knight Slayer, Enchantments, they can't be mitigated. HOWEVER, something I noticed, somethings can block the Oblivion Damage enchantment from Procing. Light and Heavy attacks from Sword and Shield would not proc it when blocked, Power Bash would not proc it, Shield Charge would not proc it, Pierce Armor and Heroic Slash however did proc it though block. I also tested Destro staff lightly, Wall of Elements and Impulse proced it but Force pulls and destructive clench did not.
When I can I will do a more extensive test of this and test all weapon abilities and their light attacks. But interesting that somethings prevents the enchantments from procing. This test was done with oblivion enchantment but I believe this most likely applies to all damage enchantments. As said, will test more later, this was just a quick round of tests.
bovardjeff_ESO wrote: »@Jeezye I don get it what does this do?
Willow’s Path: The percentage increase to recovery granted by this Item Set will now modify all flat increases to recovery, such as drinks.