A. Defile on Reverb Bash should be longer duration then Defile on Lethal Arrow, One is a situational stun utility ability the other is a bloody spammable.
B. This change forces you to use a Defile based set unless you're running bow, you simply will not have the stamina to keep applying it over and over again since again..Reverb Bash isn't a Spammable.
B is absolutely a good thing. Defile should be a specialized utility, not something every stam build can expect to keep up 100%.
Again.
If you're using Snipe, you keep Defile up 100%
If you're using Dark Flare, you keep defile up 100%
If you're using Crest, you're keeping up 90% of the time
Duroks 100% of the time
Are you going to be spamming Reverb Bash who's only real utility over Shield Charge..is Defile? Nope..You're not..So they've made the one Utility ability in the game that actually has the soul purpose of applying that utility shittier then every other ability that applies in the game.
I will pass concerns along. Though some questions have you tried Have you tried timestop, volcanic rune, turn undead. Just some considerations.
I will pass concerns along. Though some questions have you tried Have you tried timestop, volcanic rune, turn undead. Just some considerations.
@Tasear
Yea I have tried those abilities for my Nightblade tank on that fight and they don't work nearly as well as the fear traps, which themselves were a pain to get used to.
Volcanic ruin for example knocks them up in the air for 4 seconds but then they come running at you with blazing speed, spraying acid and reducing your armor to 0 making the boss light attacks hit like a truck.
Manifestation of Terror traps are the only thing I've been able to make consistently work in this hard mode because it fears the shalks for 4 seconds, and then slows them for 4 additional seconds allowing me to space myself away from their nasty acid spray.
Non-hard mode is not a problem, with one shalk - I actually use frost clench here.
Hard mode on a Nightblade tank though I have to use some special tricks and if my tricks get nerfed I'm not sure I will want to do this fight on my tank anymore.
I understand this is an extremely niche circumstance, literally being only one PVE fight in the game this nerf will effect. I would argue that fang lair Hard mode is currently the hardest 4man fight in the game at the moment though, and tanking it on a nightblade is definitely more difficult than DK or warden so I need every edge I can get, 4 second fear and 4 second snare being my edge.
But I don't want Manifestation of Terror to be nerfed just because everything else is getting nerfed. I think it should have more reason then that.
Are the fear traps really overperforming so much in PVP that a nerf to the cc is justified? I can't say I just know it effects my PVE tanking toolkit and I want that to be considered.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Rune Focus:
This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
Nobody wants this.
I dont want this.
I want this. As a PVE tank you can still stay in the same place if you want; doing so in PVP and in many of the newer dungeons that require movement make it a pain to keep up.
That's a PVP problem.
At the very least, keep the cost the same, remove the buff while standing in the circle. If you must screw us for the sake of PVP just call it a straight update and dont mess with it from there. Because that way everyone benefits, there was no real reason to increase the damn cost. Even with the new ability if you want the extra armor you stay put, the cost increase is what I'm adversed to because there's just no reason for it.
TLDR: Either do the following:
- Reduce cost back to live, remove the amplification of armor, keep all other changes.
- Keep cost increase, but remove the armor amp. Instead, have standing in the focus increase the additional buffs (The Magicka Regen, the Protection, the Healing Taken) by 50%.
Both of these would stay true to what the change is trying to do, adress PVP concerns, and have minimal impact on PVE, or give them something for the low cost armor ability they lost.
edit: Just gonna edit this.
Tested it. Is it that bad? No. Would I have prefered either of the above suggestions? Yes.
Feedback stands.
Doctordarkspawn wrote: »Rune Focus:
This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
Nobody wants this.
I dont want this. As a templar tank who this seems made to benefit I dont like this, because quite frankly it's more of a nerf then anything. Yeah, It gives me more armor, but if I wanted more armor there's alot of ways to get it without nerfing my sustain consideribly as a magicka tank.
The normal ability was enough, it was a low cost armor ability that required you to sit still, you didn't need more encouragement to stay in an area. And even then, this is useless for most tanks because even then, most raids nowadays have anti-armor abilities. So why bother? Nobody runs armor, just mitigation. Just damage reduction, which is far superior, so who is this change even for?
Remove this change, it's not constructive to any tank I'm aware of. I'm downloading the PTS to test to see if I can live with it, but my first reaction is, it isn't worth it, and I dont see why this change was made.
Savos_Saren wrote: »Doctordarkspawn wrote: »Rune Focus:
This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
Nobody wants this.
I dont want this. As a templar tank who this seems made to benefit I dont like this, because quite frankly it's more of a nerf then anything. Yeah, It gives me more armor, but if I wanted more armor there's alot of ways to get it without nerfing my sustain consideribly as a magicka tank.
The normal ability was enough, it was a low cost armor ability that required you to sit still, you didn't need more encouragement to stay in an area. And even then, this is useless for most tanks because even then, most raids nowadays have anti-armor abilities. So why bother? Nobody runs armor, just mitigation. Just damage reduction, which is far superior, so who is this change even for?
Remove this change, it's not constructive to any tank I'm aware of. I'm downloading the PTS to test to see if I can live with it, but my first reaction is, it isn't worth it, and I dont see why this change was made.
I want this. And if you want to stand still (as a PVE tank)- you're receiving 50% extra resistances. That's pretty damn good, man. So it's a buff for BOTH PVE and PVP. Just because your particular playstyle doesn't benefit from it- doesn't negate the fact that many, many other people appreciate it!
Toc de Malsvi wrote: »A. Defile on Reverb Bash should be longer duration then Defile on Lethal Arrow, One is a situational stun utility ability the other is a bloody spammable.
B. This change forces you to use a Defile based set unless you're running bow, you simply will not have the stamina to keep applying it over and over again since again..Reverb Bash isn't a Spammable.
B is absolutely a good thing. Defile should be a specialized utility, not something every stam build can expect to keep up 100%.
Again.
If you're using Snipe, you keep Defile up 100%
If you're using Dark Flare, you keep defile up 100%
If you're using Crest, you're keeping up 90% of the time
Duroks 100% of the time
Are you going to be spamming Reverb Bash who's only real utility over Shield Charge..is Defile? Nope..You're not..So they've made the one Utility ability in the game that actually has the soul purpose of applying that utility shittier then every other ability that applies in the game.
This is simply not true, you can only effectively spam Snipe or Dark Flare from the back of a Zerg. Both suffer from LoS and cast time both are dodgeable while being easily seen and dodged, both can and will be interrupted. Stam cost is the only area where your comparison holds up. Stunning someone while they are casting either will result in a CD before being able to be cast again.
The only situation where you will get 100% uptime on defile with Snipe is if a player is standing in the open and doing nothing to fight you. In combat you will start the cast of Snipe and they will interrupt you, then you will wait the CD and start the cast again and they will dodge roll it, then you will start the cast and a pebble, tree branch, bush or other object will come between you and stop the cast. In the same scenario you can and will be able to keep up Reverb Bash because there is no cast time, there is no flight time, and you are not snared just by using the skill.
Doctordarkspawn wrote: »Also let me say, and you can quote me on this...100% next patch they'll be nerfing Healing because of Complaints.
It's going to take one month of people dealing with Nightblades or Stamina Sorcs for example or Templars with access the current Defile Changes before people start demanding healing be nerfed.
That'll kill the game.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Rune Focus:
This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
Nobody wants this.
I dont want this.
I want this. As a PVE tank you can still stay in the same place if you want; doing so in PVP and in many of the newer dungeons that require movement make it a pain to keep up.
That's a PVP problem.
At the very least, keep the cost the same, remove the buff while standing in the circle. If you must screw us for the sake of PVP just call it a straight update and dont mess with it from there. Because that way everyone benefits, there was no real reason to increase the damn cost. Even with the new ability if you want the extra armor you stay put, the cost increase is what I'm adversed to because there's just no reason for it.
TLDR: Either do the following:
- Reduce cost back to live, remove the amplification of armor, keep all other changes.
- Keep cost increase, but remove the armor amp. Instead, have standing in the focus increase the additional buffs (The Magicka Regen, the Protection, the Healing Taken) by 50%.
Both of these would stay true to what the change is trying to do, adress PVP concerns, and have minimal impact on PVE, or give them something for the low cost armor ability they lost.
edit: Just gonna edit this.
Tested it. Is it that bad? No. Would I have prefered either of the above suggestions? Yes.
Feedback stands.
After reviewing the math, I agree this is an unnecessary sustain nerf for PVE magplars. The armor buff is also still much less than what other classes get, particularly compared to NB, Warden and Sorc.
Savos_Saren wrote: »Doctordarkspawn wrote: »Rune Focus:
This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.
Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.
Channeled Focus (morph): Increased the cost of this ability to 1891 Magicka from 1080.
Nobody wants this.
I dont want this. As a templar tank who this seems made to benefit I dont like this, because quite frankly it's more of a nerf then anything. Yeah, It gives me more armor, but if I wanted more armor there's alot of ways to get it without nerfing my sustain consideribly as a magicka tank.
The normal ability was enough, it was a low cost armor ability that required you to sit still, you didn't need more encouragement to stay in an area. And even then, this is useless for most tanks because even then, most raids nowadays have anti-armor abilities. So why bother? Nobody runs armor, just mitigation. Just damage reduction, which is far superior, so who is this change even for?
Remove this change, it's not constructive to any tank I'm aware of. I'm downloading the PTS to test to see if I can live with it, but my first reaction is, it isn't worth it, and I dont see why this change was made.
I want this. And if you want to stand still (as a PVE tank)- you're receiving 50% extra resistances. That's pretty damn good, man. So it's a buff for BOTH PVE and PVP. Just because your particular playstyle doesn't benefit from it- doesn't negate the fact that many, many other people appreciate it!
Tommy_The_Gun wrote: »https://forums.elderscrollsonline.com/en/discussion/424230/pts-patch-notes-v4-1-0/p1
Assassination
Death Stroke
Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
Wait a second. So NB will have to have a less % of health than their target just to stun them ? Ok so this ULT (yes keep in mind that this is an Ultimate ability) that is mostly used as a fight opener will no longer stun the target unless a NB has like 99% health vs 100% health target. So NB will have to like hurt themselves before ambushing someone or what ?
That is rather weird... Keep in mind that this "Ultimate" can be dodged or blocked. So I will have to use it as a defensive mechanics ? When someone is chasing me and I have 40% health left ? Or use it mid-combat perhaps ?
There is no developer comment under this changes on PTS so I have basically no clue what was the idea behind this...
btw. It was known long before PTS patch notes that there will be some changes to Incapacitating Strike as it was suggested in the Nightblade Class Representatives thread. But the suggestion that they gave was basically the skill have no stun and weaker dmg when used at 70 ultimate points - but significantly stronger & with stun when you use it at 500 ultimate points etc.
I will pass concerns along. Though some questions have you tried Have you tried timestop, volcanic rune, turn undead. Just some considerations.
@Tasear
Yea I have tried those abilities for my Nightblade tank on that fight and they don't work nearly as well as the fear traps, which themselves were a pain to get used to.
Volcanic ruin for example knocks them up in the air for 4 seconds but then they come running at you with blazing speed, spraying acid and reducing your armor to 0 making the boss light attacks hit like a truck.
Manifestation of Terror traps are the only thing I've been able to make consistently work in this hard mode because it fears the shalks for 4 seconds, and then slows them for 4 additional seconds allowing me to space myself away from their nasty acid spray.
Non-hard mode is not a problem, with one shalk - I actually use frost clench here.
Hard mode on a Nightblade tank though I have to use some special tricks and if my tricks get nerfed I'm not sure I will want to do this fight on my tank anymore.
I understand this is an extremely niche circumstance, literally being only one PVE fight in the game this nerf will effect. I would argue that fang lair Hard mode is currently the hardest 4man fight in the game at the moment though, and tanking it on a nightblade is definitely more difficult than DK or warden so I need every edge I can get, 4 second fear and 4 second snare being my edge.
But I don't want Manifestation of Terror to be nerfed just because everything else is getting nerfed. I think it should have more reason then that.
Are the fear traps really overperforming so much in PVP that a nerf to the cc is justified? I can't say I just know it effects my PVE tanking toolkit and I want that to be considered.
Donnasnowheart_ESO wrote: »Item Traits
Infused (Weapon): Fixed an issue where the cooldown reduction was applying to both of your Weapon Enchantments if you were dual wielding.
Can someone explain this? Does this mean if you have 2 infused dual wield weapons they won't get reduced cooldownsenchantments?
Or was there an issue where having one infused weapon would cause the other non infused dual wield weapon to get the infused affect???
"Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890."
No way! No need nerf templar sustain even more.
Elsterchen wrote: »"Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890."
No way! No need nerf templar sustain even more.
I rather take the cost (which isn't much) and have the major defence buff + minor vitality + minor protection for 18 seconds (if I happen to have the chance to stand in my rune I even get + 2600 spell and physical resistance on top of that!) then going back to the useless ability I needed to recast every 8 seconds while in combat.
For me its simple: i get more for less magica (before: 1890 mag every 8s = ~ 236 mag/s ; with upcomin changes: 2700 mag for 18s = ~ 150 mag/s). There is no "sustain-issue" with restoring focus!
... and even if your enemies tend to be stucked to one spot and you don't need the movement (What exactly are you fighting? Even mudcrabs move!) the new version of restoring focus adds 2600 spell and physical resistance for 18 s and additional 3s of the Major defence Buff as well as Minor protection and Minor Vitality to what we have on live right now.
I can't judge channeled focus morph, but restoring focus morph ist very fine in line with other classes major defence buffs with the upcomming changes.