Just be greatful that they didnt buff sorcs more. Any patch without a sorc buff is a good one lol.
usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
Please consider adding a lone transmute crystal to the rewards for perfect scores in Heists and Sacraments. These can't really break the game, and improving those rewards would make attempting those challenges more worthwhile.
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
But then you're using Shalk's & Clever.
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
But then you're using Shalk's & Clever.
Yes please. Great health, spell damage, and ult gen out of combat? Count me in.
Kneighbors wrote: »
ZOS_GinaBruno wrote: »
[*]Timeless Blessing: This item set now causes Blessing of Protection to reduce the cost of all your healing abilities by 30% for 3 seconds.
- The imperfect version reduces the cost by 27%.
Mystrius_Archaion wrote: »Just be greatful that they didnt buff sorcs more. Any patch without a sorc buff is a good one lol.
At this point, I've been considering focusing on my sorc more because of the relative buffs to them over my templar. At least the sorc has a lot less sustain problems despite more expensive skills. They can actually DoT an enemy and heavy attack rather than channel their main DoTs like templars. No wonder templars have horrible sustain when they're not allowed to survive long enough outside Puncturing Sweep spam to heavy attack enough.
Mystrius_Archaion wrote: »Just be greatful that they didnt buff sorcs more. Any patch without a sorc buff is a good one lol.
At this point, I've been considering focusing on my sorc more because of the relative buffs to them over my templar. At least the sorc has a lot less sustain problems despite more expensive skills. They can actually DoT an enemy and heavy attack rather than channel their main DoTs like templars. No wonder templars have horrible sustain when they're not allowed to survive long enough outside Puncturing Sweep spam to heavy attack enough.
Which DoTs are you even channeling? Jesus Beam?
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
But then you're using Shalk's & Clever.
Yes please. Great health, spell damage, and ult gen out of combat? Count me in.
With sub 30k max magicka.
Joy_Division wrote: »ZOS_GinaBruno wrote: »[*]Restoring Light
- Healing Ritual: Reduced the cast time of this ability and its morphs to 1.2 seconds from 1.5 seconds.
Developer Comments:Reducing the cast time of this ability will make it less susceptible to interrupts, and easier to land a potential life-saving heal on an ally. It now fits better with the fast-paced nature of combat.
- Cleansing Ritual: Increased the cost of this ability and its morphs by approximately 14%.
Developer Comments:This change encourages more strategic use of this ability’s powerful debuff removal. Recasting this ability to remove only a few debuffs at a time will be a less efficient use of the Templar’s resources.
This is what aggravates me about the whole PTS process.
A pointless buff to a skill hardly anyone uses and a nerf out of left field that has no rhyme or reason or consistency. How about you increase the cost of cloak, shields, bird spam, etc., to "encourage more strategic" use of these abilities? It's a gratuitous slap in the face to Templars.
And @Kilandros is right. That's a crazy change to siphoner. The whole point why ZoS redid the Champion System in Morrowind was so each and every star would have a counter. Now that is no longer the case as this ... this (trying to be real polite here) Champion System ... is now effecting stuff beyond what is was intended to and corrupting the base values of the game.
It's only fair that now there should be a star that increases these effects.
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
But then you're using Shalk's & Clever.
Yes please. Great health, spell damage, and ult gen out of combat? Count me in.
With sub 30k max magicka.
1 domihaus 1 infernal max magicka mundus
Mystrius_Archaion wrote: »Just be greatful that they didnt buff sorcs more. Any patch without a sorc buff is a good one lol.
At this point, I've been considering focusing on my sorc more because of the relative buffs to them over my templar. At least the sorc has a lot less sustain problems despite more expensive skills. They can actually DoT an enemy and heavy attack rather than channel their main DoTs like templars. No wonder templars have horrible sustain when they're not allowed to survive long enough outside Puncturing Sweep spam to heavy attack enough.
Which DoTs are you even channeling? Jesus Beam?
Jabs/sweeps
GreenSoup2HoT wrote: »
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
But then you're using Shalk's & Clever.
Yes please. Great health, spell damage, and ult gen out of combat? Count me in.
With sub 30k max magicka.
1 domihaus 1 infernal max magicka mundus
Using Clever out of combat would legit net you a grand total of 4 ultimate before you fall out of combat naturally. I don't see how that synergy is remotely unbalanced. Gimmicky? Sure. Unabalanced? Nah. You would net more ultimate wearing bloodspawn and using a ravage health pot
Furnishings
The "Khajiit Skooma Bubbler" furnishing can now be lit, generating a soft purple plume of smoke.
Mystrius_Archaion wrote: »Just be greatful that they didnt buff sorcs more. Any patch without a sorc buff is a good one lol.
At this point, I've been considering focusing on my sorc more because of the relative buffs to them over my templar. At least the sorc has a lot less sustain problems despite more expensive skills. They can actually DoT an enemy and heavy attack rather than channel their main DoTs like templars. No wonder templars have horrible sustain when they're not allowed to survive long enough outside Puncturing Sweep spam to heavy attack enough.
Which DoTs are you even channeling? Jesus Beam?
ZOS_GinaBruno wrote: »Feral Guardian: Increased the Health of the bear summoned by this ability and its morphs to 25,000 from 20,000.
Developer Comments:This change will make the bear a little more resilient against incidental Area of Effect attacks, as well as against being focus-fired.
ZOS_GinaBruno wrote: »Destructive Impact: Increased this item set’s cost reduction for Destructive Touch to 30% from 12%, and increased the bonus to its direct damage to 2000 from 1500.
Elemental Storm: Reduced the damage of this ability and the Eye of the Storm morph by approximately 12%. The damage on the Elemental Rage morph remains unchanged.
ZOS_GinaBruno wrote: »[*]Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
Developer Comments:This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth.
TheLionFromTheNorth wrote: »ZOS_GinaBruno wrote: »[*]Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
Developer Comments:This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth.
This sounds like a really bad idea.
At the moment this set will give you high damage with a really long downtime. (2/3 vs 1/3).
The only way to use this set is for fast burst damage. NOBODY ever will use this for open combat, cause it only gives 218,1 spell dmg averagely. So, why take the risk of dropping your Ulti during the downtime or lacking heal in critical situations?JULIANOS will be the better choice.
Fix this issue somehow else and don't nerf this set from BIS for Bombblades to the ground.
Champion System
The Tower
Siphoner: Reverted this champion passive’s values back to 15% at 100-points, but it now reduces all resource restore effects on the enemy. This includes potions, item sets, and ability passives.
*** this company loves to empower zerglings.
No one is going to invest more then a few points in this if any, You're not going to give up your own sustain to dump points into this basically.