<<<I think you meant for this to be in quotes.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.
@ZOS_Wrobel
This still doesn't really address the fundamental issues with the Master Destro staff. Destructive Touch is a skill in bad shape already. It's weak and costly, so this staff feels like an attempt to simply get the skill to a workable spot rather than add anything interesting or enabling to it. At the very least, the extra damage should effect every tick of the skill. It's a DOT after all. Personally, I'd like to see a more interesting additional mechanic associated with it. Let it make the effected target take 5% more damage from that element for the duration of the skill, for example.
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.
I'm confused by this. You were running all these risks already by using Alchemist. There's no change there. All you need to do is one light attack as you approach the enemy to put yourself in combat before buffing up. Or drink the potion just after your gap closer. Not really a big deal, is it?
Also, it takes one member of the group to be in combat to basically put all of you that are close enough in combat. So if you're in a group just send a tankplar in 3" before the bomblades drop in.
There's plenty of ways to make it work. You're just being lazy.
Where is the crystal frag change?
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.
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.
Ugh. This is a really lazy fix that limits flexibility and imposes an inconvenience. Please implement a proper fix for this set that removes the buff if the set bonus is removed.
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.
Ugh. This is a really lazy fix that limits flexibility and imposes an inconvenience. Please implement a proper fix for this set that removes the buff if the set bonus is removed.
ZOS_GinaBruno wrote: »Item Sets
- 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.
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.
unless, UNLESS you run in a ball zerg and can afford to hyper specialize...?
oh wait
the point
your head
1) Siphoner change is awful. ZOS just admit when you’ve got something that doesn’t work. What you’re doing here is giving bomb zergs a huge upper hand when it comes to talking keeps as now everyone’s sets won’t be working. Which leads us to the second point.
2) 12% eots nerf is nothing and won’t change the way it’s abused which is stacked in really large zergs.
3) cost increase to cleanse? Really? Where did that come from? ZOS, Templars are not in any way over performing.
Resto and snb ults nerfs next week?
Tho I liked how when other classes got only buffs Templars got nerf..
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.
ZOS_GinaBruno wrote: »
Crafting Writs
- Fixed an issue where the journal entry for a high ranking Enchanting Writ would claim to require the non-existent Nokude rune, instead of a Jehade rune.
LonePirate wrote: »ZOS_GinaBruno wrote: »
Crafting Writs
- Fixed an issue where the journal entry for a high ranking Enchanting Writ would claim to require the non-existent Nokude rune, instead of a Jehade rune.
This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates. Seems as though some code for the new runes was released prematurely so it had to be backed out. Developers seldom tamper with working code unless they intend to change it by fixing a problem or enhancing it. This code had been working so there was nothing to fix - at least until some enhanced code mistakenly made its way into the wild.
LonePirate wrote: »ZOS_GinaBruno wrote: »
Crafting Writs
- Fixed an issue where the journal entry for a high ranking Enchanting Writ would claim to require the non-existent Nokude rune, instead of a Jehade rune.
This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates. Seems as though some code for the new runes was released prematurely so it had to be backed out. Developers seldom tamper with working code unless they intend to change it by fixing a problem or enhancing it. This code had been working so there was nothing to fix - at least until some enhanced code mistakenly made its way into the wild.
Hopefully, if they do increase gear cap they provide crafters a way to increase current gear. I don't think I could stomach grinding for new gear.
ZOS_GinaBruno wrote: »
Templar
[*]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.
ZOS_GinaBruno wrote: »Item Sets
- 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%.
But the biggest let down is the meaningless change to Destro Ulti. It will not change anything in Cyro and will just aggravate the few who used that morph in PVE. The problem is not the damage the thing does. It is after all, comparable to Meteor. The problem is how it is used by zerg trains and ball groups. I really do not care if the ticks hit me for 3k instead of 3.5k. What I care is that I am swarmed over by 6 or 7 guys each using this thing while 6 or 7 other guys are rooting, snaring and stunning me back to Monday. I will still be dead unless I manage to drink an immovable potion in time and start spam casting heals and hope the lag wont make me miss one.
That is the real issue. Along with the fact that these destro trains are build like bricks. I've seen a group of 20 or so, being focused on by 40+ players and half a dozen siege. And not even one of the *** goes down. Yet they are zooming around like on speed, constantly spamming destro ulti and mowing down everyone who fails to get out of dodge in time.
Seriously - do something about this issue. It is ruining PVP. Well that and a ton of other things - like the abundance of permablockers and other unkillable builds relying on ulti generation and burst to kill opponents one by one while tanking 6 to 10 others. Those I can always ignore. But the desto ball - if left to it's own devices will flip all your keeps. You gotta deal with them, and it is tedious and aggravating ***.
Toc de Malsvi wrote: »ZOS_GinaBruno wrote: »Weapon
- Bow
. . .
- Acid Spray (Arrow Spray morph): Increased the duration of the Damage over Time applied by this morph to 6 seconds from 5 seconds, causing it to tick for one additional instance of damage.
- Arrow Spray: Increased the duration of the snare applied by this ability and its morphs to 6 seconds from 5 seconds.
- Piercing Spray: Increased the duration of the debuff applied by this item set to 6 seconds from 5 seconds.
Seriously?
This would appear to offhand be either a nerf to Acid Spray's DoT, or a completely irrelevant change. Either you are spacing the existing damage out over 6 seconds instead of 5, which would be a nerf, or you are adding an extra tick which is irrelevant because the majority of the time Acid Spray is reapplied before the DoT runs out. Besides which even with the buff, the DoT on Acid Spray is not a reliable means of damage.
Secondly the problem with Piercing Spray, had nothing to do with the duration. Buffing one skill cast does not make using a costly low damage AOE worthwhile. For PVP you actually have to land the AOE as well which means you will miss 50% of the time and thus lose out on the buff, while having used a costly ineffective AOE skill. So in essence you changed nothing.
Toc de Malsvi wrote: »Toc de Malsvi wrote: »ZOS_GinaBruno wrote: »Weapon
- Bow
. . .
- Acid Spray (Arrow Spray morph): Increased the duration of the Damage over Time applied by this morph to 6 seconds from 5 seconds, causing it to tick for one additional instance of damage.
- Arrow Spray: Increased the duration of the snare applied by this ability and its morphs to 6 seconds from 5 seconds.
- Piercing Spray: Increased the duration of the debuff applied by this item set to 6 seconds from 5 seconds.
Seriously?
This would appear to offhand be either a nerf to Acid Spray's DoT, or a completely irrelevant change. Either you are spacing the existing damage out over 6 seconds instead of 5, which would be a nerf, or you are adding an extra tick which is irrelevant because the majority of the time Acid Spray is reapplied before the DoT runs out. Besides which even with the buff, the DoT on Acid Spray is not a reliable means of damage.
Secondly the problem with Piercing Spray, had nothing to do with the duration. Buffing one skill cast does not make using a costly low damage AOE worthwhile. For PVP you actually have to land the AOE as well which means you will miss 50% of the time and thus lose out on the buff, while having used a costly ineffective AOE skill. So in essence you changed nothing.
To bring more definite numbers, Acid Spray's DoT accounted for 2.8% of damage dealing 794 damage per second of uptime, I've included a parse using the Asylum Bow.
Now to be completely conservative and attempt to give you full benefit of the doubt, lets pretend that we always get full duration of the DoT effect, and that you have added an extra Tick to the Dot which increased its damage by 20%. This is not anywhere near accurate it in reality is much less, but we are trying to be as conservative as possible.
Increasing the 794 dps by 20% yields an increase of 159 dps, to bump up the overall number from 27,951 to 28,110. Essentially it is statistically irrelevant, and that is assuming the most conservative best case scenarios.
Believe it or not, it does not take 5 seconds to cast a skill, so upping the duration of the Piercing Spray buff to 6 seconds, is not actually changing anything... at all.
TLDR: The changes did nothing. Thanks for NOTHING.
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.
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.
Gimmie a break. There are a million and 1 counters to cloak. Stop beating a dead horse with the increase cloak cost whining. How about give other classes a million and 1 counters to templars cleansing and healing skills? Try playing the only class where a dozen things can completely negate and render an entire skill useless. Trying playing a class where we have no instant heal or a class shield. Try playing the only class with the highest skill cap that requires one to line up burst with few defenses more so than any other class , if you going to increase cloak costs you better remove all the damn counters.
Just count your lucky stars that Zos doesn't completely start revamping your skills into something as asinine as dealing oblivion damage to Yourself. Or making you micromanage 5 la to get a projectile skill to work.
Sigh.