Abysswarrior45 wrote: »DELETE THIS SET PLEASE!
Sload’s Semblance
2 – 1096 Maximum Magicka
3 – 1096 Maximum Stamina
4 – 129 Spell Damage
4 – 129 Weapon Damage
5 – Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
Also where the hell is a stam whip for stam dks?
Joy_Division wrote: »Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
Tell me which magicka class does not need Snare removal?
@Maulkin The answer to your question is Magplar. Extended Ritual removes snares. The same would apply to magden with the Blue Betty.
My response to this is the same as your username.
It totally does though.
The snare is a negative effect, and Extended Ritual will remove it, provided you don't have more than 5 negative effects on you.
Blue Betty also removes snares, but it takes an eternity of spamming.
Toc de Malsvi wrote: »BlackStar300 wrote: »So it looks like Maelstrom/Asylum/Master weapons aren't getting a buff. This is nice. I understand the frustration of those wanting these to be godly, but when 1% of this stuff is locked (even paid because some ppl don't have money for the carries) it really makes it nice to others able to use other means.
Least that is what I read from that bit about the weapons. We will see if ZOS caves in and buffs...them... -_-
Also, amen to that CP300 DLC dungeon cap. That SS info was great, but these are my 2 take away points from the whole notes!
It is not about being "godly" without a buff most of these weapons are WORSE than an additional 4 and 5 piece bonus. Which means these weapons which were hard to get are going in the bank for the time being.
Joy_Division wrote: »Joy_Division wrote: »Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
Tell me which magicka class does not need Snare removal?
@Maulkin The answer to your question is Magplar. Extended Ritual removes snares. The same would apply to magden with the Blue Betty.
My response to this is the same as your username.
It totally does though.
The snare is a negative effect, and Extended Ritual will remove it, provided you don't have more than 5 negative effects on you.
Blue Betty also removes snares, but it takes an eternity of spamming.
Not totally.
There have been many a times I have hit Extended Ritual and still have had debuffs. Consider a single poison injection attack can put 4 on me (siphoner, poisoned, ability DoT, various enchant/alchemical poison(s)) and even more if the attacker is wearing a proc set of some sort. If I'm being 1vXed, when I need snare removal, I'm going to have a lot more than 5 debuffs active and thus not totally.
And let's not even discuss the poor sucker who picked the Retribution morph.
In general, we *all* need snare relief and we'll just have to see if ZoS's adjustments have made a difference.
Joy_Division wrote: »Joy_Division wrote: »Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
Tell me which magicka class does not need Snare removal?
@Maulkin The answer to your question is Magplar. Extended Ritual removes snares. The same would apply to magden with the Blue Betty.
My response to this is the same as your username.
It totally does though.
The snare is a negative effect, and Extended Ritual will remove it, provided you don't have more than 5 negative effects on you.
Blue Betty also removes snares, but it takes an eternity of spamming.
Not totally.
There have been many a times I have hit Extended Ritual and still have had debuffs. Consider a single poison injection attack can put 4 on me (siphoner, poisoned, ability DoT, various enchant/alchemical poison(s)) and even more if the attacker is wearing a proc set of some sort. If I'm being 1vXed, when I need snare removal, I'm going to have a lot more than 5 debuffs active and thus not totally.
And let's not even discuss the poor sucker who picked the Retribution morph.
In general, we *all* need snare relief and we'll just have to see if ZoS's adjustments have made a difference.
No this isn't true.
5 harmful effects being removed is plenty. No class needs both that, and an instant "remove any snares" ability. When it comes to cleanses, magplars are on top by miles.
BlackStar300 wrote: »Toc de Malsvi wrote: »BlackStar300 wrote: »So it looks like Maelstrom/Asylum/Master weapons aren't getting a buff. This is nice. I understand the frustration of those wanting these to be godly, but when 1% of this stuff is locked (even paid because some ppl don't have money for the carries) it really makes it nice to others able to use other means.
Least that is what I read from that bit about the weapons. We will see if ZOS caves in and buffs...them... -_-
Also, amen to that CP300 DLC dungeon cap. That SS info was great, but these are my 2 take away points from the whole notes!
It is not about being "godly" without a buff most of these weapons are WORSE than an additional 4 and 5 piece bonus. Which means these weapons which were hard to get are going in the bank for the time being.
And your point being? I've done vMA and vDSA, but until they give ppl a guaranteed item choice for those its stupid. Especially vMA and yes I know many were upset that you grinded out your traits and now can change them, but when you look at how many ppl can complete this content a good majority fail and some can't do it and the veteran dungeons they put out ever since HotR ups the difficulty tons.
Ppl need others ways of being viable than buying carries for ridiculous amounts of money with no guarantee drop etc. Yes, we have normal dungeons, but anyone who does normal even if you're only doing like 20k DPS or even 15k is that they are super easy.
Having jewelry being crafted allows players to get gold now without the hassle of vet trials per se so I say this is a step in making the player base not so divided. I'm just hoping ZOS doesn't falter and buff these things up otherwise what's the point in trying to make ppl run 5/5/2 if these weapons are going to overshadow them still...
Apache_Kid wrote: »BlackStar300 wrote: »Toc de Malsvi wrote: »BlackStar300 wrote: »So it looks like Maelstrom/Asylum/Master weapons aren't getting a buff. This is nice. I understand the frustration of those wanting these to be godly, but when 1% of this stuff is locked (even paid because some ppl don't have money for the carries) it really makes it nice to others able to use other means.
Least that is what I read from that bit about the weapons. We will see if ZOS caves in and buffs...them... -_-
Also, amen to that CP300 DLC dungeon cap. That SS info was great, but these are my 2 take away points from the whole notes!
It is not about being "godly" without a buff most of these weapons are WORSE than an additional 4 and 5 piece bonus. Which means these weapons which were hard to get are going in the bank for the time being.
And your point being? I've done vMA and vDSA, but until they give ppl a guaranteed item choice for those its stupid. Especially vMA and yes I know many were upset that you grinded out your traits and now can change them, but when you look at how many ppl can complete this content a good majority fail and some can't do it and the veteran dungeons they put out ever since HotR ups the difficulty tons.
Ppl need others ways of being viable than buying carries for ridiculous amounts of money with no guarantee drop etc. Yes, we have normal dungeons, but anyone who does normal even if you're only doing like 20k DPS or even 15k is that they are super easy.
Having jewelry being crafted allows players to get gold now without the hassle of vet trials per se so I say this is a step in making the player base not so divided. I'm just hoping ZOS doesn't falter and buff these things up otherwise what's the point in trying to make ppl run 5/5/2 if these weapons are going to overshadow them still...
The most difficult weapons in the game to get should be His. You say people need options other than buying carries, Why can't they just just complete the content? Plenty of us have ran the content and gotten the drops. It's do-able. You make the weapons BiS so people have an excuse to run difficult content. If I can get better results with 5-5-2 and all set gear, What is the incentive to re-run content like dragonstar? Or trying to get perfected asylum weapons?
I haven’t played in about 3.5 years, just jumping back in. Is the intention generally to keep going down the path of a strong line between Magicka and Stamina builds, rather than allowing for viable hybrid setups? Compared to release, there definitely is less room for hybrid utility now, and these notes seem to read like that’s the intention in how they’re worded and the changes made.
As an example, my initial build coming up to the VR grind was Magicka based but provided good weapon damage and had several usable 2H skills in the bar. Utilizing both pools made it pretty effective, and it worked fine as a split-spec. Doesn’t seem like that’s viable anymore, and these notes seem to indicate that’s by design (too many varied builds leads to balance issues I suppose).
Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
@Ectheliontnacil MagDK was one of the worst classes for openworld, and has the worst class defense. Their defense, wings, is the worst in the game, and believe it or not, their tankiness was too. The passives worked out as less than minor protection. (technically 1.5%.more, but 5% of it is blocking only, which has is now unsustainable, and the other 4.5% is spell only) maim was the best tool, but melee and open to others. Igneous got crystal blasted, so it's worse on both overall, not worth using on mag at all. 6s+bigger shield now 4.5s and smaller.
The snare removal is useless, since it doesn't grant immunity. With a dot or AoE you will be snared straight away again. Mist is better. The heal changes do nothing for PVP (though I may try cinder storm, a small range AoE heal over time isn't worth running ow.) The shattering rocks change seems eh at face value. The sustain changes will be good definitely, free 250 regeneration isn't anything to turn down. But RNG is annoying, and useless against shield users, and other dunmer.
MagNB was one of the best classes openworld and the best mag class. Cloak, shade, high damage etc. The nerf to strife was undeserved though.
Very poetic!ZOS_GinaBruno wrote: »Developer Comments:
Spoiler
The main goal for these systems was to be more forgiving and allow more movement in the battlefield, without feeling like you have to magnetize yourself to a keep or resource after you've taken it over. It's meant to reinforce clearing the area and moving to your next target without regret of loss.
Regarding the combat changes to monsters:
"Monsters & NPCs:
Monsters are no longer vulnerable to elements.
Monsters are no longer resistant to elements."
Does this affect spell / physical penetration?
How does (should) this affect crowd control in overland and delves?
On the subject of spell / physical penetration, are there any values that have been changed or adjusted?
Respectfully,
Malkorga
Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
FrancisCrawford wrote: »Regarding the combat changes to monsters:
"Monsters & NPCs:
Monsters are no longer vulnerable to elements.
Monsters are no longer resistant to elements."
Does this affect spell / physical penetration?
How does (should) this affect crowd control in overland and delves?
On the subject of spell / physical penetration, are there any values that have been changed or adjusted?
Respectfully,
Malkorga
This "Disintegration" that no longer affects monsters -- is it the sorcerer disintegration, or something else?
MasterSpatula wrote: »Still looking over the notes. As always, some good, some "What the hell are they thinking?" in there.
Then I came across this, buried amongst the changes, perhaps the single most gloriously wonderful piece of minutia in the notes:
- Attacking or killing a critter no longer takes you into combat.
Praise be to ZOS!!!!!!!!!