'MyrddinEmrys wrote: »Ill post my various thoughts as I have time but for the moment I would like to make known that I am very dissapointed that the stun was not re-added to Crystal Frags. Perhaps some people did not understand it in PvE, but the stun was as useful as the main damage for me.
If you wont add the stun back to CFrags, please at least give it Knockback.
I’ll settle for getting 10% damage back...the stun would be nice though.
I’m overall happy with the changes. Blocking costs. AOE caps. Reduced damage on gap closers. It’s about time. Genius in fact, and I sincerely thank you for listening to the community.
1. Bad show on the new melee range instant gank proc set. It’s like we didn’t learn anything from Selene, Viper, and Velidreth. Are the same design people working on this? If there was turnover in the group, please explain the history, why all proc damage is unable to crit, and why most of it was converted to damage over time.
2. Please rethink interrupt immunity. Cut the interrupted skill forced cool down to 1-1.5 seconds and remove all interrupt immunity. The immunity will make some skills such as dark deal/dark conversion completely broken. The whole downside/balance to those abilities is that you have to be smart about if/when you use it. You have to CC the other guy, or LOS, or play smart. Breaking a stun shouldn’t let my Sorc dark deal himself to full resources right in your face.
That goes for any channel spell. You can’t expect to cast channel heals right in the face of the enemy. The seven second immunity also makes spells like crushing shock pointless. Why bother taking that morph when the enemy can just break free and cast whatever they want?
3. Please work closely with the MagDK community on fixing the five power lash thing. We all know it’s ridiculously broken, but there are wiser heads that actually play the class who know how to fix it.
From what I've gathered, DK is broken in PvP (which is not at all where it needed help, like at all), and for PvE it got the shaft.
WTF... I just can't even...
1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.
2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.
1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.
2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.
Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
They simply fail to see how op warden and especially stamwarden are.
DoonerSeraph wrote: »1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.
2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.
Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
They simply fail to see how op warden and especially stamwarden are.
I think the interrupt immunity should be unthetered from CC immunity and be a whole new status. When you're interrupted, you should gain a 5 second window of immunity to interrupts (aside from already covered exceptions like ressurrection). That way coupled with the 3 second cooldown you will have a 2 second window to squeeze the skill you really need to cast.
And about wardens, I think the magicka recovery should be moved to the morph that returns an ice attack back and change major heroism to minor on shimmering.
EDIT: And does shalk have a telegraph in PvP? Maybe adding one 1.5 second before of it exploding under you could help with the stam wardens, so they need to CC you before you take the shalks.
Very disappointed that my block cost will be almost quadrupled through the formula change.
If my math is correct, with 4 sturdy, 3 block cost reduction, 75 cp into block cost, and absorb magic on the bar, I go from 202 to 421.
2160
x (1 - 16% ) // sturdy
x (1 - 24% ) // cp
x (1 - 36% ) // fortress
x (1 - 8%) // asorb magic
- 609 block cost reduction
= 202
** this might be 250, I don't recall if the 8% skill cost is taken after the 609 flat reduction currently, 202 sounds on the low side though
1730
-609 = 1121 // new base with cost reduction removed
x (1 - 16% ) // sturdy
x (1 - 24% ) // cp
x (1 - 36% ) // fortress
x (1 - 8% ) //absorb magic
= 421
In other words...ewwwwww
PvE
I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
MyrddinEmrys wrote: »PvE
I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
MyrddinEmrys wrote: »PvE
I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.
the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.
I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.
DoonerSeraph wrote: »1. I hope to see nerf to Immovable pots - with current new CC mechanic - it means 15 sec immunity to any cast-time/channeled skills. That's terrible. It will only make bad channels as bad as they are but strong channels into OP one.
2. Eclipse should stop granting CC immunity of expire - as originally intended to punish aggressive opponent, but with changes to cc immunity it becoming more and more like - allow enemy to simply waste 5 sec timer to reapply all of his buffs and as result grant cc immunity for it and in addition make all his channels/cast-time abilities uninterruptable.
Eclipse becoming a skill that favour enemy instead of being threat. And cc immunity after expire allow such inconsistence as being CCed while having cc immunity:
3. Nerfs to wardens where? Increase cost of shimmering shield or whatever change it to minor heroism. Otherwise it unclear why wardens has ability that shut down range opponents and has major buff addicted to it while dragonknights has range ability that also shut down range opponents but has 1 minor buff addicted to it. Incosnistence.
Don't forget the 400 magicka cost of shimmering shield, reflects being the weakest range counters while absorbs are the best.
They simply fail to see how op warden and especially stamwarden are.
I think the interrupt immunity should be unthetered from CC immunity and be a whole new status. When you're interrupted, you should gain a 5 second window of immunity to interrupts (aside from already covered exceptions like ressurrection). That way coupled with the 3 second cooldown you will have a 2 second window to squeeze the skill you really need to cast.
And about wardens, I think the magicka recovery should be moved to the morph that returns an ice attack back and change major heroism to minor on shimmering.
EDIT: And does shalk have a telegraph in PvP? Maybe adding one 1.5 second before of it exploding under you could help with the stam wardens, so they need to CC you before you take the shalks.
Shalks ignore block and dodge, they have a 3 seconds delay. The nice thing about delayed abilities (which the warden can use 2) is that you can let them blow up in one gcd to burst enemies instantly.
Yes the interrupt immunity should be separated from cc immunity although i think 1 successful cast of the ability should remove the immunity as skills like dark deal are way too strong and need to be interrupteable all the time or most of time.
The changea to shimmering shields sounds good but i think warden needs more changes to got on the same level as the other classes
The change to block cost is a great one. It balances in the way ESO needs: reducing the stat gap (the difference between the two extremes of a stat). The change buffs the common build while nerfing the extreme. I can only hope you find more solutions with such effects for the other aspects of combat.
The change to block cost is a great one. It balances in the way ESO needs: reducing the stat gap (the difference between the two extremes of a stat). The change buffs the common build while nerfing the extreme. I can only hope you find more solutions with such effects for the other aspects of combat.
Give me one reason why play a templar and use nova over perma frost, both skills reduce damage however permafrost snares roots and stuns while nova only snares the player.
Perma frost is also cheaper than nova and follows the player unlike nova which is a stationary ultimate making it useless in PvP. This should be looked at since warden is a DLC class so stuff like that makes it a pay to win. I am not even going to talk about the strong sets that's locked behind a pay wall like some of those very strong sets that you can farm from DLC dungeons. That's a different topic for another thread.
That ultimate need to be looked at, take off the stun or increase its cost to match nova and other very expensive ultimates.
Tommy_The_Gun wrote: »Since AOE caps are removed on PTS I think ZOS should make a stress - test for Cyrodill - What will happen when a lot of people (like 50) start to fight and all will run some AOEs (Eye of the Storm, Caltrops etc.)
What will happen if there will be multiple AOEs in one spot and there will be like 50 targets all getting hit by all those AOEs.
Keep in mind - not so long ago (like 3 days ) EU Cyrodill PvP server crashed because there was a giant fight between all 3 factions... And keep in mind - currently it was with AOE caps...
So i think since this is a "test" server - this should be on a check-list.
Removal of AoE caps will increase the performance. Right now more than 50 people take damage. The damage is just reduced. Furthermore more calculations are needed because server should calculate the position of the players and distribute the damage for those who are closer to be more. Now it will be simple. If you are in you take the full damage.
The server wasnt responsive in the past because we had fight on flags 30 players stacked spamming AoEs. Healing is smart, damage is not. These people cannot kill each other and they just lag the server.
TL, DR I expect that the removal of the AoE caps will improve the sever calculations.
MyrddinEmrys wrote: »PvE
I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.
the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.
I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.
rafaelcsmaia wrote: »MyrddinEmrys wrote: »PvE
I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.
the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.
I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.
Revert the damn sustain changes and buff enemy resistances on trials, something close to the cap so you cant ever penetrate it to 0 (Which imo is kinda absurd in a boss fight). Sustain would come back along with fast paced combat but dps would be mitigated.
rafaelcsmaia wrote: »MyrddinEmrys wrote: »PvE
I still heavily dislike the Heavy Attack Meta in PvE, especially for Stamina Setups. Light Attack rotations used to be so engaging and made the combat fast, now we have a slow heavy attack meta which is quite frankly boring. And we can not really use Light Attack Rotations because you loose too much damage compared to Heavy Attack builds.
If they were to revert the Morrowind sustain changes this would be fixed. This is a good opportunity for ZOS to fix that mistake. Though I do not know if they will take said opportunity.
the sustain changes were needed, i don't like them, they made stamdk in pvp weak, they made cost poisons even stronger and Xv1 got easier than it ever was but for PvE the changes were needed.
I skipped 80% of all boss mechanics in vet dungeons and in raids just because damage was so insane and never ever did i run out of resources in pvp. The fights there were so Long that fighting against one good enemy would never end.
I don't have a perfect idea how to give us sustain back but on the other Hand keeping dps and survivability in check.
Maybe @Alcast thought about somethings to achieve this as his insight on PvE is much higher than mine.
Revert the damn sustain changes and buff enemy resistances on trials, something close to the cap so you cant ever penetrate it to 0 (Which imo is kinda absurd in a boss fight). Sustain would come back along with fast paced combat but dps would be mitigated.
Wouldn't help with PvP balance making pvp again who gets bored first loses the fight because if you didn't want to die you it you could survive as long as you want.
I simply don't see any change that could bring back the old PvE pace while keeping pvp balanced or vice versa