ZOS_GinaBruno wrote: »Ok, we're also seeing a difference in damage for Puncturing Sweeps. We're digging into it now.
ZOS_GinaBruno wrote: »Ok, we're also seeing a difference in damage for Puncturing Sweeps. We're digging into it now.
ZOS_GinaBruno wrote: »Ok, we're also seeing a difference in damage for Puncturing Sweeps. We're digging into it now.
ZOS_GinaBruno wrote: »Ok, we're also seeing a difference in damage for Puncturing Sweeps. We're digging into it now.
usmcjdking wrote: »Joy_Division wrote: »My character on Live:
My character on the PTS:
My damage on Live Vs. a Wrothgar Mammoth:
My damage on PTS Vs. a Wrothgar Mammoth:
Sweeps is less.
Burning Light is also hitting for less.
Interestingly, Structured entropy is hitting for exactly the same amount.
"You is immune from Puncturing Sweep"
What's that all about?
Mammoth cannot be snared.
You'd think it would say "Mammoth is immune from Puncturing Sweep", but ok.
usmcjdking wrote: »usmcjdking wrote: »Joy_Division wrote: »My character on Live:
My character on the PTS:
My damage on Live Vs. a Wrothgar Mammoth:
My damage on PTS Vs. a Wrothgar Mammoth:
Sweeps is less.
Burning Light is also hitting for less.
Interestingly, Structured entropy is hitting for exactly the same amount.
"You is immune from Puncturing Sweep"
What's that all about?
Mammoth cannot be snared.
You'd think it would say "Mammoth is immune from Puncturing Sweep", but ok.
Actually it appears to be you are giving yourself snare immunity for melee cast channels as they may still have a coded snare component to them.
WuffyCerulei wrote: »I can confirm without a doubt that Puncturing Sweeps is no longer healing.
Joy_Division wrote: »My character on Live:
My character on the PTS:
My damage on Live Vs. a Wrothgar Mammoth:
My damage on PTS Vs. a Wrothgar Mammoth:
Sweeps is less.
Burning Light is also hitting for less.
Interestingly, Structured entropy is hitting for exactly the same amount.
Joy_Division wrote: »WuffyCerulei wrote: »I can confirm without a doubt that Puncturing Sweeps is no longer healing.
I'm almost afraid to ask.
Why does your tooltip say you heal for 18% of the damage done? It's 35% on Live.
I more concerned about when puncturing strikes will be finally reliable in any any battle beside static. Damage fix is important but problem when you can't even hit target infront of you is far worse.
Screenshot I showed is from live and I don't know if it became worse on pts:
That was just a quick recording, you can get such easily by simply dueling, but it show obviously enough what is wrong with strikes - on image, despite target is in front of caster, all 4 attacks missing it!
That started to happen after changing strikes direction from camera pov to char pov. when enemy strafing you simply cant use movement to strafing same way too in addition that small cone make even small deviations from pathing to enemy resulting in missing hits and cone area is "blinking" into rudiculously different directions that making hits miss even when enemy in cone area. And when target has major speed buff or server lags that is common nowdays - you simply can forget about hitting it...
I see 2 ways to fix it:
1. Change cone area of skill and both morphs back to when morph effect of Puncturing Sweeps was deals "damage in a large cone" instead of healing. As result it won't affect roots functionality but remove problem of strafing as even when enemy will be slightly out of caster pov they still will be in range of strikes and will be reliably hitted.
Something like this, where red is current cone, blue is increased cone:
2. Change jabs direction back from following char pov to follow camera pov. It will affect roots functionality but will also solve this problem.
With such fix jabs will always land infront of character instead of deviating left or right during movement.
In this case it would be something like this always:
And will allow to use strafing or strafing+forward+backward movement reliably without hurting functionality of skill.
@ZOS_GinaBruno @ZOS_Wrobel
I more concerned about when puncturing strikes will be finally reliable in any any battle beside static. Damage fix is important but problem when you can't even hit target infront of you is far worse.
Screenshot I showed is from live and I don't know if it became worse on pts:
That was just a quick recording, you can get such easily by simply dueling, but it show obviously enough what is wrong with strikes - on image, despite target is in front of caster, all 4 attacks missing it!
That started to happen after changing strikes direction from camera pov to char pov. when enemy strafing you simply cant use movement to strafing same way too in addition that small cone make even small deviations from pathing to enemy resulting in missing hits and cone area is "blinking" into rudiculously different directions that making hits miss even when enemy in cone area. And when target has major speed buff or server lags that is common nowdays - you simply can forget about hitting it...
I see 2 ways to fix it:
1. Change cone area of skill and both morphs back to when morph effect of Puncturing Sweeps was deals "damage in a large cone" instead of healing. As result it won't affect roots functionality but remove problem of strafing as even when enemy will be slightly out of caster pov they still will be in range of strikes and will be reliably hitted.
Something like this, where red is current cone, blue is increased cone:
2. Change jabs direction back from following char pov to follow camera pov. It will affect roots functionality but will also solve this problem.
With such fix jabs will always land infront of character instead of deviating left or right during movement.
In this case it would be something like this always:
And will allow to use strafing or strafing+forward+backward movement reliably without hurting functionality of skill.
@ZOS_GinaBruno @ZOS_Wrobel
No thanks. No more changing *** for the sake of changing it. Just fix what doesn't work then if it's unbalanced, change it
I more concerned about when puncturing strikes will be finally reliable in any any battle beside static. Damage fix is important but problem when you can't even hit target infront of you is far worse.
Screenshot I showed is from live and I don't know if it became worse on pts:
That was just a quick recording, you can get such easily by simply dueling, but it show obviously enough what is wrong with strikes - on image, despite target is in front of caster, all 4 attacks missing it!
That started to happen after changing strikes direction from camera pov to char pov. when enemy strafing you simply cant use movement to strafing same way too in addition that small cone make even small deviations from pathing to enemy resulting in missing hits and cone area is "blinking" into rudiculously different directions that making hits miss even when enemy in cone area. And when target has major speed buff or server lags that is common nowdays - you simply can forget about hitting it...
I see 2 ways to fix it:
1. Change cone area of skill and both morphs back to when morph effect of Puncturing Sweeps was deals "damage in a large cone" instead of healing. As result it won't affect roots functionality but remove problem of strafing as even when enemy will be slightly out of caster pov they still will be in range of strikes and will be reliably hitted.
Something like this, where red is current cone, blue is increased cone:
2. Change jabs direction back from following char pov to follow camera pov. It will affect roots functionality but will also solve this problem.
With such fix jabs will always land infront of character instead of deviating left or right during movement.
In this case it would be something like this always:
And will allow to use strafing or strafing+forward+backward movement reliably without hurting functionality of skill.
@ZOS_GinaBruno @ZOS_Wrobel
No thanks. No more changing *** for the sake of changing it. Just fix what doesn't work then if it's unbalanced, change it
ztyhurstub17_ESO wrote: »If only combat metrics worked on PTS right now this is something I would like to test...
I more concerned about when puncturing strikes will be finally reliable in any any battle beside static. Damage fix is important but problem when you can't even hit target infront of you is far worse.
Screenshot I showed is from live and I don't know if it became worse on pts:
That was just a quick recording, you can get such easily by simply dueling, but it show obviously enough what is wrong with strikes - on image, despite target is in front of caster, all 4 attacks missing it!
That started to happen after changing strikes direction from camera pov to char pov. when enemy strafing you simply cant use movement to strafing same way too in addition that small cone make even small deviations from pathing to enemy resulting in missing hits and cone area is "blinking" into rudiculously different directions that making hits miss even when enemy in cone area. And when target has major speed buff or server lags that is common nowdays - you simply can forget about hitting it...
I see 2 ways to fix it:
1. Change cone area of skill and both morphs back to when morph effect of Puncturing Sweeps was deals "damage in a large cone" instead of healing. As result it won't affect roots functionality but remove problem of strafing as even when enemy will be slightly out of caster pov they still will be in range of strikes and will be reliably hitted.
Something like this, where red is current cone, blue is increased cone:
2. Change jabs direction back from following char pov to follow camera pov. It will affect roots functionality but will also solve this problem.
With such fix jabs will always land infront of character instead of deviating left or right during movement.
In this case it would be something like this always:
And will allow to use strafing or strafing+forward+backward movement reliably without hurting functionality of skill.
@ZOS_GinaBruno @ZOS_Wrobel
No thanks. No more changing *** for the sake of changing it. Just fix what doesn't work then if it's unbalanced, change it
Coming to fix thread to say that you don't want fixes...
Joy_Division wrote: »WuffyCerulei wrote: »I can confirm without a doubt that Puncturing Sweeps is no longer healing.
I'm almost afraid to ask.
Why does your tooltip say you heal for 18% of the damage done? It's 35% on Live.
ZOS_GinaBruno wrote: »Ok, we're also seeing a difference in damage for Puncturing Sweeps. We're digging into it now.
Doctordarkspawn wrote: »Joy_Division wrote: »WuffyCerulei wrote: »I can confirm without a doubt that Puncturing Sweeps is no longer healing.
I'm almost afraid to ask.
Why does your tooltip say you heal for 18% of the damage done? It's 35% on Live.
If it's soft nerfed I'm freakin' -done-.
Doctordarkspawn wrote: »Joy_Division wrote: »WuffyCerulei wrote: »I can confirm without a doubt that Puncturing Sweeps is no longer healing.
I'm almost afraid to ask.
Why does your tooltip say you heal for 18% of the damage done? It's 35% on Live.
If it's soft nerfed I'm freakin' -done-.
no its not...
he used the mage guild skill which lowers your own health and give u mana... also reducing your healing taken by 50%
rtfo
jcasini222ub17_ESO wrote: »Equilibrium I believe. I'm very worried if they deem this a "latency" issue we won't know the effect to all Templar hit boxes until this hits live.
How is jabs performing?
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »WuffyCerulei wrote: »I can confirm without a doubt that Puncturing Sweeps is no longer healing.
I'm almost afraid to ask.
Why does your tooltip say you heal for 18% of the damage done? It's 35% on Live.
If it's soft nerfed I'm freakin' -done-.
no its not...
he used the mage guild skill which lowers your own health and give u mana... also reducing your healing taken by 50%
rtfo
What skill is that? I've never seen this.
Doctordarkspawn wrote: »Wow, I've never seen this.
BREATHES A SIGH OF RELIEF. At least sweeps isn't geting nerfed.