VaranisArano wrote: »I love hearing everyones input here.. Ya mostly im pissed that again they have ignored cyrodil.. As far as the sets go, well if they make it live then its a toss up. Maybe there will be an OP build with one of them, maybe not.. im testing the heavy attack one right now and it doesnt seem too op, even in heavy with 75 points into heavy attack cp..
Also im pissed theyre swapping bgs again.. back and forth, just pick one or give us both (and id rather they gave us both)..
Also if anyone wants to test on the pts please let me know..
I don't that removing the AOE cap from damage effects constitutes ignoring Cyrodiil.
That being said, I think they'll need some time to evaluate whether or not removing the AOE caps has the effect they want in Cyrodiil, so I don't anticipate any substantial changes beyond the AOE cap removal for a while.
Most_Awesome wrote: »RIP
Transmutation
Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account.
Previously, they would give a guaranteed Transmutation Geode once per day per character.
The chance to get Transmutation Geodes from additional mails is unchanged.
Oh boy..
Jorvuld’s Guidance (Light)
Magicka Recovery
Magicka Recovery
Healing Done
Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%- So this looks pretty OP especially on a sorc.. However this isnt what im really concerned about...
Please note that it is a 40% increase of duration only and not of the size.
Don't see how it is op as I'm dying not because my shields expires too soon but because they are getting burst down too fast.
And this set looks more like a regen set which means that you have to drop Lich to acomodate Jorvuld’s - do you really want to drop lich? or are you planning to drop your spell damage set for it?.
It is not OP at all in my opinion ... not for PVE neither for PVP.
*Edit: it just increases you 6 seconds shield by 2 seconds - don't see how that can be considered OP?
Actually_Goku wrote: »What changes was there to heavy attacks? I didn’t read any, but I could have missed it as I read fast and skip things...
Also, hard to tell whether this is a nerf or buff to skill-based play... Less zerging due to buff to AOE’s, but I’m not too sure about the interrupts... Indirect buff to Stam Sorc imo, which isn’t a bad thing. Nerf to gap closers is just going to result in more Arrow spammers
@Smmokkee tbh it's a buff for them. CC immunity granting also interrupt immunity ? That means You'll get 7 seconds immunity to interrupts if You've been stuned normal way or 4 seconds immunity if You've been stunned by interrput when 3 sec cooldown goes down. Free Dark Exchange casts without even chance to interrupt them.
@Smmokkee tbh it's a buff for them. CC immunity granting also interrupt immunity ? That means You'll get 7 seconds immunity to interrupts if You've been stuned normal way or 4 seconds immunity if You've been stunned by interrput when 3 sec cooldown goes down. Free Dark Exchange casts without even chance to interrupt them.
Interrupt immunity? I still need to read the patch notes.
When an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
@Smmokkee tbh it's a buff for them. CC immunity granting also interrupt immunity ? That means You'll get 7 seconds immunity to interrupts if You've been stuned normal way or 4 seconds immunity if You've been stunned by interrput when 3 sec cooldown goes down. Free Dark Exchange casts without even chance to interrupt them.
Interrupt immunity? I still need to read the patch notes.
here You have itWhen an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
@Smmokkee tbh it's a buff for them. CC immunity granting also interrupt immunity ? That means You'll get 7 seconds immunity to interrupts if You've been stuned normal way or 4 seconds immunity if You've been stunned by interrput when 3 sec cooldown goes down. Free Dark Exchange casts without even chance to interrupt them.
Interrupt immunity? I still need to read the patch notes.
here You have itWhen an ability is interrupted, it is now put on a 3-second cooldown where it cannot be used.
Melee cast time and channeled abilities (Uppercut, Puncturing Strikes, etc.), Ultimate abilities (Soul Strike, Rite of Passage, etc.), and Heavy Attacks are still exceptions to this rule and cannot be interrupted.
When a cast time or channeled ability is interrupted, you will be staggered, stunned, and set Off Balance. After the stun ends, you gain crowd control immunity.
Crowd control immunity now grants immunity to all interrupt effects. After a cast time or channeled ability is interrupted, you will be immune to any future interrupts until crowd control immunity wears off.
Is it 40% time duration increase to shields or 40% strength increase? I’m reading it as a time increase so not sure why everyone is freaking out about that aspect. Gonna grab that Zaan set for my magplar if it goes live though. If they’re bringing back proc fighting to hell with resisting it this time around.
Most_Awesome wrote: »RIP
Transmutation
Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account.
Previously, they would give a guaranteed Transmutation Geode once per day per character.
The chance to get Transmutation Geodes from additional mails is unchanged.
Oh no.. That sucks, didnt see that one..
VaranisArano wrote: »Most_Awesome wrote: »RIP
Transmutation
Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account.
Previously, they would give a guaranteed Transmutation Geode once per day per character.
The chance to get Transmutation Geodes from additional mails is unchanged.
Oh no.. That sucks, didnt see that one..
That was a exploit that they finally fixed. I shouldn't have been able to earn 5 rewards of the worthy on one character and get 5 geodes by opening them on 5 characters, which was exactly what was happening.
However, its not a true fix. A real fix would have allowed each character to open geodes that they earned. So if I earned a RotW on a EP character and on a DC character, I should have been able to get 2 geodes fromt heir first RotW of the day. But because ZOS can't figure out how to attach Alliance War mail to the character who earns it, they didn't actually fix the issue, they just slapped a bandaid on it.
Yep.. this thing seems to be better than Viper's Sting set (before it got nerfed of course). And do I have to mention why it got nerfed ?
Itd be nice if someone actually showed the tooltip for that set so we know what its doing.
"I already have my build, s/b back bar this set for sustain and go with 5 pc damage set for my other one.. Stam DK here i come"
Everything that is wrong with heavy right here. The fact that you can turtle up and then go damage is asinine. You can't have both, you either give up damage for survival or vice versa. I can't tell you how many people get bursted on their front bar only to have them switch to their back bar to turtle up until they get another ult.
Lord_Etrigan wrote: »
Itd be nice if someone actually showed the tooltip for that set so we know what its doing.
Here you go.
Zaan (Monster)
Spell Critical
When you deal Critical Damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 10 meters away from you. This effect can occur every 15 seconds.
Wtf. This and jesus beam.
DK and silk of the sun, ratlle cage... holy crap I foresee a dark times ahead for any vamp.
Temp and DK top of the food chain again and people cry about a 2 sec increase in sorc shields. Pffft.
Ps Looks like I will have to drop my devines, give up allot of my dps on my sorc and repec everyting into huge resistance (Pirate, forified brass). Hell by the time I'm finished trying to build to survive I'll be surprised if I will be able to do any damage at all. And please dont say my my shields are OP when it gets obliviated in a blink of an eye .
Oh boy..
Jorvuld’s Guidance (Light)
Magicka Recovery
Magicka Recovery
Healing Done
Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%- So this looks pretty OP especially on a sorc.. However this isnt what im really concerned about...
Ulfnor’s Favor (Heavy)
(2) Max Health(3) Magicka Recovery
(3) Stamina Recovery
(4) Healing Taken
(5) Increases the Magicka or Stamina your Heavy Attacks restore by 30%.
It seems to me this set is going to make heavy armor builds even worse.. I already have my build, s/b back bar this set for sustain and go with 5 pc damage set for my other one.. Stam DK here i come.. Any thoughts?
Another thing is no cp bgs again!? why keep swapping it, why not just have a cp and no cp version.
I like the AOE cap removal and the changes to interrupts (i think), and the changes to heavy attacks.... However this is your fix for perma block??? Change block reduction glyphs and buff blocking? I dont know if you have changed nothing here or actually made it easier on perma block builds.. But idk, the dev comment seems pretty confident that this will help so we shall see..
Rip stampede for no reason.. I mean really, i get reducing damage of all gap closers, but why the snare? You've cut it in half...
No fix for fear unbreakable CC..
And now the worst part of all..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno