That doesn't make sense. Even if you start off a brand new mag character with zero CP, and get him to level 10 and get Maneuver, he'll still have just barely enough stamina to use the skill. That's how it's always been so long as I've been playing.No they didn't. You forgot to allocate you cp
Sandman929 wrote: »I thought this was the balance week?
When have they actually stuck by what they say?
The Uninvited wrote: »Septimus_Magna wrote: »ZOS_GinaBruno wrote: »
[*]Mantle of Siroria: This Item Set has been redesigned.
- OLD:
- 2: Spell Damage
- 3: Spell Critical
- 4: Max Magicka
- 5: After dealing damage to an enemy with a single target ability, you create a ring of fire beneath your target. After 1 second, the ring ignites enemies within it, dealing 2408 Flame Damage every 1 second for 5 seconds. This effect can occur once every 10 seconds.
- NEW:
- 2: Spell Damage
- 3: Minor Slayer
- 4: Max Magicka
- 5: Dealing direct damage with a single target ability creates a ring of fire beneath you for 10 seconds. Standing in the ring grants you a stack of Siroria’s Boon for 5 seconds. Each increases your Spell Damage by 30. 20 stacks max.
This set just became very interesting, 30 spell dmg x 20 stacks is a massive 600 spell dmg. The direct dmg can stack very quickly if you use Force Pulse because its 3+1 direct hits per weave, Jabs probably works even better.
Good work on the redesign of the trail sets, most look pretty interesting now!
I liked how it was better. Would give DK some range and procced Skoria.
mr_wazzabi wrote: »
Septimus_Magna wrote: »The Uninvited wrote: »Septimus_Magna wrote: »ZOS_GinaBruno wrote: »
[*]Mantle of Siroria: This Item Set has been redesigned.
- OLD:
- 2: Spell Damage
- 3: Spell Critical
- 4: Max Magicka
- 5: After dealing damage to an enemy with a single target ability, you create a ring of fire beneath your target. After 1 second, the ring ignites enemies within it, dealing 2408 Flame Damage every 1 second for 5 seconds. This effect can occur once every 10 seconds.
- NEW:
- 2: Spell Damage
- 3: Minor Slayer
- 4: Max Magicka
- 5: Dealing direct damage with a single target ability creates a ring of fire beneath you for 10 seconds. Standing in the ring grants you a stack of Siroria’s Boon for 5 seconds. Each increases your Spell Damage by 30. 20 stacks max.
This set just became very interesting, 30 spell dmg x 20 stacks is a massive 600 spell dmg. The direct dmg can stack very quickly if you use Force Pulse because its 3+1 direct hits per weave, Jabs probably works even better.
Good work on the redesign of the trail sets, most look pretty interesting now!
I liked how it was better. Would give DK some range and procced Skoria.
The tooltip of the DoT is only 1.2k dps which is similar to a 2pc bonus of monster sets.
The new bonus gives 600 spell dmg to all your abilities and ultimate.
Skoria already procs on CD on mag DKs with a ton of DoTs so I dont know why this would be a benefit.
Maybe for PVP the old set would be more useful but other than that I think the new version is better in all aspects.
Malamar1229 wrote: »Do.you lose major courage if you step outside the air ring?
SydneyGrey wrote: »That doesn't make sense. Even if you start off a brand new mag character with zero CP, and get him to level 10 and get Maneuver, he'll still have just barely enough stamina to use the skill. That's how it's always been so long as I've been playing.No they didn't. You forgot to allocate you cp
Right now on the PTS, my magicka Altmer nightblade does not have enough stamina to use Maneuver. At all.
I just checked on my live game. In my live game, my magicka-based Altmer has 9550 stamina. (And no, this toon doesn't have any Undaunted passives.) On the test server, my magicka-based Altmer has only 7958 stamina, just under what you need to use Charging Maneuver once, even though she has almost an identical build. I've never had a situation before where a character did not have enough stamina to be able to use Charging Maneuver. Never. Something is weird, here.
SydneyGrey wrote: »Whoah ... why is Charging Maneuver now costing 8100 stamina?!?! It wasn't that high before, was it?
I just made a max-level Altmer magicka NB and she only has 7958 stamina total, so she can't even use Charging Maneuver at all now. I've never had that happen before. I should be able to put all her points into magicka and still be able to use Charging Maneuver. I really hope this was just an oversight.
Did Maneuver get more costly, or did the starting stamina on Altmers get nerfed? Because this sucks A LOT.
It doesn't require the targets be overhealed to receive the buff, so if you just pop Illustrious Healing wherever anyone is they are guaranteed to receive the buff.
Very disappointed that arena weapons (Master, Maelstrom, etc) still have not received a 1pc stat bonus to compensate for the fact that ALL two handed weapons now give 2 bonuses.
Frontbar arena weapons will be completely outclassed by regular set weapons if this change is not implemented.
This is not balanced. And the issue has been highlighted for over a month now, to no avail.
If you put ten pounds of oranges on one side and ten pounds of apples on the other side, that's a better kind of balance: the sides are equally effective as food-weights but you'd eat each kind of fruit differently, and you can choose which one you prefer.Mystrius_Archaion wrote: »FThisIWantALongerNam wrote: »no unique minor buff like every other class, no reason to bring them to any group content over another class
Exactly as it should be and is intended.
The second ANY class is chosen "over another class" is the second that class chosen needs a nerf to bring it back to balanced.
Did nobody ever play on a teeter-totter as a kid or ever hear of the construction tool called "a level"? "Balance" is all about getting all involved sides equal and level, meaning no clear choice which one to go towards/change.
It's ridiculous anybody asking for "a reason to choose my class over another" when that would mean everybody else is out of luck.
You want "unbalanced" like that? Go play a single player game.
Because ZOS seriously lacks manpower, that's why. I wonder why...Sabbathius wrote: »Dear ZOS,
You have a serious, serious problem with how you do things. Your PTS cycles are far too short. If this is a "chapter" (in other words a paid expansion sold separately), then treat it as such. Why are we getting DLC-like PTS cycle for a Chapter, that costs considerably more, and thus should have significantly more to test?
Take a hint from other MMO developers. Use Blizzard as an example. They're already testing 6-8 months prior to release. Then, there's several months of beta. Months. Where players can really get in there and test things out. Not like this PTS, when half the stuff isn't in yet, or doesn't work properly yet. And during those months of testing, things get tweaked a little bit, but the game is already in such a state that huge, major changes aren't needed. By contrast, you guys didn't do much balance-wise the last 3 weeks of PTS, and now you're (hopefully!) going to dump some changes on us next Monday, literally 2 weeks from release? With this approach, can anyone be surprised at all the issues people are having?
You guys need to step it up with the quality and length of testing, or you need to slow down the cadence.
GeorgeBlack wrote: »Brace for Mag Warden nerfs next week.
Still no class rebalancing... Still underwhelming warden and after two weeks still bad stamina dps compared to magicka.
Still no class rebalancing... Still underwhelming warden and after two weeks still bad stamina dps compared to magicka.
You should know by now ZOS' M.O. They add class nerfs at the start of the PTS, then usually wait until a week before Live, throw in the 'balancing' which then ends up the final release build. ZOS doesn't actually care what PLAYERS think or want, they only care what THEY want for THEIR game.
Right, so heavy attacks get dmg reduced, however, what's the point of having sets and abilities to increase the heavy attacking damage when you're supposed to use heavy attacks for sustain mostly? It doesn't make sense. A fully charged heavy attack can be bashed/blocked, takes time and is already way less effective than light attack weaving.