ZOS_GinaBruno wrote: »
- Strife: Fixed an issue where the heal over time from this ability and its morphs would still apply to you even if the enemy dodged the attack.
I like the premise of the undodgeable AOE, unblockable DOTs, undodgeable and unblockable ground effects but it feels like there will be a lot more abilities that will need to be touched to match the rule beyond just what is listed here. Is that further down the line or are all just going to follow this rule starting now and you just listed exceptions?
Same could be said for the idea that powerful snares should be very short. Looks like only one is being addressed this pass?
As far as I can partially agree with Dive change I actually think overall it's half baked and not enough. It changes mainly PvP magwardes experience and not stamwardens which are very strong and dont need birds for that. Also When skill was released Zenimax said it'll be undodgable because it have delay so something needs to compensate that. What will compensate that now ? Now it'll be basicly a range spammable ability with delay so in PvE it's still weak if compared to other skills like Strife or Force Shock. Dive should get some compensation and more changes that would make skill stronger in PvE and compensate the delay in PvP.
Holy crap.... the birds are dodgeable........... THIS PATCH JUST GOT AMAZING.
Unfortunately yes "Dive: The damage from this ability and its morphs can now be dodged."
Can't believe that. My MagWarden is *** in PvE Damage and now you steal his Bird-Attack in PvP. What should I do in PvP then? Be a healer or tank?
Should switch to a twohand-stamina then for PvP... seems to be better. Bye Bye my Warden.
Sooo... DK NERF, Warden nerf... uhmmmm when do we see a Nb nerf?
Let me guess:-) Never ever ever ever in 1000 patches.
Burst fear cloak stun burst cloak rinse repeat.
And your classes didn’t take advantage of that??? Come on who are you kidding...@ZOS_GinaBruno
Awesome update, appreciate nothing is set in stone but some REALLY positive updates to test especially the ability to block and/or dodge certain abilities and affects /COUGH pigeons!
Some awesome balancing so far, i also am very happy about the skeletons being fixed based on recent events. There has been a huge uproar which was created by people assuming certain classes were over/under performing vs others, based on (deliberate) invalid/inaccurate test results taking full advantage of broken mechanics (skeleton had no cool downs on some status effects) to get higher numbers. Happy that this is now being altered for a better gauge of how your abilities and rotations would act/reflect vs an actual boss encounter.
The off balance "Up time" duration i like and it actually falls bang on with current testing of the Mag dk allowing 2 free whips out of 5 in the whole off balance duration up time making sustain pretty good with certain rotations. However i still think the "cool down/immunity" should be closer to 10 than 15, HOWEVER of course there is testing to be done, so cannot say for sure yet. Positive about it regardless and this should be a fun week!
Looking forward to testing everything this week and seeing how things tick. Keeping in mind nothing is real until it is RELEASED...i shall take an in depth look at how these changes could affect areas of the game.
ps: We still need DSA loot on pts, still have no box with those items sets in for testing:)
MotokoKusanagi34 wrote: »And your classes didn’t take advantage of that??? Come on who are you kidding...@ZOS_GinaBruno
Awesome update, appreciate nothing is set in stone but some REALLY positive updates to test especially the ability to block and/or dodge certain abilities and affects /COUGH pigeons!
Some awesome balancing so far, i also am very happy about the skeletons being fixed based on recent events. There has been a huge uproar which was created by people assuming certain classes were over/under performing vs others, based on (deliberate) invalid/inaccurate test results taking full advantage of broken mechanics (skeleton had no cool downs on some status effects) to get higher numbers. Happy that this is now being altered for a better gauge of how your abilities and rotations would act/reflect vs an actual boss encounter.
The off balance "Up time" duration i like and it actually falls bang on with current testing of the Mag dk allowing 2 free whips out of 5 in the whole off balance duration up time making sustain pretty good with certain rotations. However i still think the "cool down/immunity" should be closer to 10 than 15, HOWEVER of course there is testing to be done, so cannot say for sure yet. Positive about it regardless and this should be a fun week!
Looking forward to testing everything this week and seeing how things tick. Keeping in mind nothing is real until it is RELEASED...i shall take an in depth look at how these changes could affect areas of the game.
ps: We still need DSA loot on pts, still have no box with those items sets in for testing:)
RIP magwardens
Another excellent patch, thank you.
A question: did you miss Bombard/Acid Spray, or do those remain dodgeable by purpose?
Similar cone AoE abilities: Sweeps, Cleave, Shalks, WoE etc are all undodgeable now.
Wait, how did stamina AoE ability where you literally shoot daggers got undodgeable treatment, and different stamina AoE ability where you literally shoot arrows is still dodgeable...
This does not sound to me like it adhering to any stable mechanics
ZOS_GinaBruno wrote: »
[*]Dive: The damage from this ability and its morphs can now be dodged.
The real question are:
why Dive has been undodgeable until now?
And why it is still unblockable?
ZOS_GinaBruno wrote: »
[*]Dive: The damage from this ability and its morphs can now be dodged.
Please then rename the skill "Drunken Pidgey".
Thanks.
CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.
@Bfish22090Bfish22090 wrote: »Dark flare spam coming to your local pvp campaign
Dark Flare is the other morph. Solar Barrage is the AoE morph nobody uses. This change (as well as all the other abilities made undodgeable, like whirlwind and cleave) is to make sure you can't i-frame through AoEs like it's some Dark Souls kind of s**t. It also means the best counter to dodgeroll spammers will be AoEing them to hell.Templar
- Dawn’s Wrath
- Solar Barrage (Solar Flare morph): The damage from this morph can now be blocked, but cannot be dodged.
Hey, are magwarden duelers ded now?Sad day for zerg surfing bird spamming wardens. Good. Was no surprise when all the prolific zergling Xv1 types gravitated to and coalesced on this class.
Also great change on the snare reduction on low slash, that skill did way too much.
CatchMeTrolling wrote: »Can dodge dive now but didn't compensate for the change, it's honestly these type of changes that make me think the dev team is full of first timers; plus you guys constantly contradict yourselves. Yay nerfed dive but still haven't touched stam wardens which is ridiculous, I don't know why anyone would applaud this obvious incompetence.
Dives uniqueness is in its delay. It is fine, it deals high damage and even heals a bit. No compensation needed.
Pve warden needs stuff, but pvp, both specs are still good.