ZOS_GinaBruno wrote: »
Templar
- Dawn's Wrath
- Eclipse: This ability and its morphs now returns damage whenever the affected enemy casts a direct damage attack. It still grants crowd control immunity when the effect ends and can now be removed by Break Free. Eclipse can also now be placed on an unlimited amount of enemies as a baseline effect.
Developer Comments:
- Total Dark (Eclipse morph): This morph will heal you when the target casts a direct damage attack.
- Unstable Core (Eclipse morph): This morph adds area of effect damage when the effect ends.
We liked how this ability was acting as a soft crowd-control, preventing some abilities but allowing others. However, the list of abilities was too short. We've made the ability more universally effective against most offensive abilities, making the process to select the right target and time for the ability more important.
Casting Eclipse when you have low health means the enemy may be able to ignore it and still kill your character. However, if you are able to stay alive, it can shift the tide of battle in your favor against an aggressive opponent.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
The broken CC immunity on the guards is about the most annoying thing in the game for me on my Magblade. They keep 100% eclipse uptime on me. Eclipse ends and then they put it right back on, completely ignoring any CC immunity that is supposed to trigger.
bottleofsyrup wrote: »The broken CC immunity on the guards is about the most annoying thing in the game for me on my Magblade. They keep 100% eclipse uptime on me. Eclipse ends and then they put it right back on, completely ignoring any CC immunity that is supposed to trigger.
@ZOS_BrianWheeler should look into this. Even with the changes to the ability something tells me the guards' bubbles are still going to ignore CC immunity...
ZOS_BrianWheeler wrote: »Each NPC is using the appropriate abilities as earned via the upgrade system and are not cross wired as they were during the initial launch of Morrowind several months ago. This was fixed on PC and Console platforms, and remains intact from that initial fix. This has been verified in code and in game by our QA department as well as Devs hopping online to verify.
That being said, with recent balance changes and adjustments to item sets, the guards may put forth more of a challenge. As a reminder, Resources are intended to be captured by a group of 2-4 players and while some players can take them solo, that is not the norm, nor what we balance guard abilities and difficulty around.
bikerangelo wrote: »Just wait, in a couple patches the guards will become self aware, combine their broken abilities and talons/eclipse their way around the map, flying in their orbs of darkness and spamming negates, unbreakable CC's and unpurgable DoTs until not even the devs can wrangle them.
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