I'd just like to say that I was hoping for more interesting (gameplay wise) healer sets. I do not personally have any interest in any sets that boost healing numbers (and to be honest I don't find pure "passive" stat improvement sets like SPC fun either).
I wish there would be more sets that grant visible effects when they proc (such as summoning a pool of something under a player or enemy or a minion that does X). I'd be even happier if the summoning was related to a player action (such as hitting an enemy with a heavy attack or dodging or sprinting instead of having a proc chance on healing ticks.
Less numbers, more fun please!
Delete Sload's Semblance. Dont even bother to adjust the numbers or something. Just delete it and create something new.
I'd like to address the issue of ability-altering weapons. The back bar weapons will most likely remain there because their main advantage was that you could use them and swap to the front bar, which you can still do. This is more about the rest (master dual Wield, destro+resto and 1h+s, vMA 2h and Dual Wield, Asylum Dual Wield, Destro, 2h and Resto, and 1h+s) so basically all that you use on your front bar. These are competing with a 5 piece bonus and another normal bonus (E.g. BSW with 257 spell damage at 50% uptime and Burning every 12-16 seconds and a spell critical bonus, spell power cure on front bar only on a healer).
Undoubtedly most of the arena weapons need a rework of some kind. Getting through the hardest content should reward you with something that is at least as good as other gear. Many of these weren't even used in the first place. Asylum Bow/1h+s and especially dual wield were never used because they were underperforming in every regard. Master dual wield has the same issue.
Either amplify the numbers or add in the original 1.5x stat bonus as a "1-piece".
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
I personally would like to understand the reasoning behind the Sunderflame and NMG nerf.
That's the only bad thing I can say about this patch and I sincerly can't understand why such change was brought up.
Thanks
Delete Sload's Semblance. Dont even bother to adjust the numbers or something. Just delete it and create something new.
Delete Sload's Semblance. Dont even bother to adjust the numbers or something. Just delete it and create something new.
This. It´s true.
This set is an abomination that counteracts every attempt made towards balancing the game in this update.
It´s 7 x 844 obliviondmg dot on your target. The game does not need unavoidable uncounterable dmg. Just no.
Can we please get some developer comments in relation to the Night Mother's Gaze set changes?
What prompted this change? There are so many sources of Major Fracture in the game it doesn't make much sense to add another one.
I thought support play and team work was something the devs were wanting to encourage yet they remove one of the most useful support sets for Stamina DPS that required team coordination to maximize dps.
Lightspeedflashb14_ESO wrote: »The healing set from the trial need to last 10 seconds and be able to be use every 10 seconds. This 5 seconds for 1k heals every 10 seconds is no good at all. Adding ~600 heals per second is not worth a five piece, especially one from a trial. If it was a pool that restored mag or stam, randomly, even a low amount like 300 per second, that would be good.