Maintenance for the week of May 25:
• PC/Mac: No maintenance – May 25
• ESO Store and Account System for maintenance – May 27, 6:00AM EDT (10:00 UTC) - 4:00PM EDT (20:00 UTC)

PTS Update 19 - Feedback Thread for Combat Changes

  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like the direction youre going with defile seeing as its extremely overpowered on cp camps, that being said, CP still is the main problem with it seeing as it scales so strongly with defile whereas healing scales very bad.

    PC EU
    PvP only
  • akredon_ESO
    akredon_ESO
    ✭✭✭✭
    lmao Sloads still stacks lolololol thats beautiful
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    Xsorus wrote: »
    casparian wrote: »
    Xsorus 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.

    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Left4Daud
    Left4Daud
    ✭✭✭✭✭
    Tasear wrote: »

    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.
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    Snare duration really doesn't matter when they're still applied with ease and stack with one another. A major/minor system for snares is the only way to go; doing anything else is just wasting dev time since it won't resolve the issue. Having a snare purge in PVP unless you zerg surf/play in large groups with rapids bots will be no less mandatory next patch than it is this patch. Again, you've just wasted your time with these changes, the problem isn't close to being resolved.



    Grand Overlord 25/8/17
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    つ ◕_ ◕ ༽つ GIVE WARDEN CC BACK PLS ༼ つ ◕_ ◕ ༽つ


    Grand Overlord 25/8/17
  • mb10
    mb10
    ✭✭✭✭✭
    ✭✭✭
    Think the nerf to cripple is a bit harsh as the movement speed was also dropped to 4 seconds along with the snare.

    I think the movement speed should be the 8 seconds as it is now and the snare only 4 seconds.



    Also think the Arctic Wind buff is more necessary on the HoT after the initial heal as vines, nature's embrace etc have much better HoTs.
    I still also think the damage should be done based on magicka and spell damage instead of health to give the frost mage another very viable option especially in PVP.
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    Left4Daud wrote: »
    Tasear wrote: »

    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.

    Yes
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    NBrookus 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.
    Edited by NBrookus on July 10, 2018 1:12AM
  • Savos_Saren
    Savos_Saren
    ✭✭✭✭✭
    ✭✭✭
    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!
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    Eh, I wish they went the other way with Templar and made sitting in rune + ritual way more beneficial than it is now whilst killing the mobile aspects of buffing/purging.
    0331
    0602
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    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!

    It's 50% more on the Major buffs, not 50% more off the top. So an extra 2.5k. It reads way better than reality.
    Edited by NBrookus on July 10, 2018 1:11AM
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Xsorus wrote: »
    casparian wrote: »
    Xsorus 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.

    You can get both off in combat easily enough, even in 1v1's I know..i've done it...Granted you don't need Darkflare 9/10 on a Magicka Templar so you will only seen it used in Back of the Zerg, which is what people are complaining about in PVP most of the time. (This applies to Snipe as well)...The other thing people complain about is Duroks, ...Again it is not nerfed..So the two main complaints about Defile wasn't nerfed.

    The only ability that got nerfed is Reverb, which no one will slot now.

  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Xsorus 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.

    It will 100% happen.

    Look at a setup like

    Seventh/Troll Kings/DW and Two handed Stamina Sorc

    look at the amount of healing that is available from that.

    Troll Kings
    Seventh
    Blood Craze
    Forward momemtum or Rally
    Vigor
    Crit Surge
    Hot Pot or a Heal Pot.

    I took a few shots from a Stamina Nightblade with Lethal Arrow on my stamina sorc, and went from 20% health to 100% health damn near instantly.

    This is why Defile Exists.

  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    NBrookus wrote: »
    NBrookus 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.

    Exactly.

    I've tried it on the PTS. Could I live with it? Yes.

    Would I generally prefer a buff to the other buffs the morphs give you, so that more than tanks get something for standing on their little disk? Yes. I'd much prefer a magicka-regen buff from the circle than armor.

    But it is what it is, my feedback are those two options and I'd be okay with either. If it goes through to live as is I'm okay with that too but it's gonna get cut from most Magplar rotation.
    Edited by Doctordarkspawn on July 10, 2018 1:17AM
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    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!

    And then a raid or DLC dungeon boss rends your armor and suddenly it's not so great anymore.

    I stand by my criticism. Damage reduction is far more powerfull and if you wanted to go full bore with the defense, a 50% buff to the buffs the morphs give you, like protection, and healing recieved, will do much better in the long run. In fact it might make that morph worth -taking- for PVE tanks.

    Not just that, but if you buff the bonuses from morphs, suddenly people who run magicka templar have a reason to run the damn thing again.
    Edited by Doctordarkspawn on July 10, 2018 4:20AM
  • Starlight_Knight
    Starlight_Knight
    ✭✭✭✭✭
    Wheres the magwarden buffs? arghhh. so sad reading the patch notes, i actually had high hopes as well, with all the build up and class reps etc... shame. Hope they come later. * fingers crossed *
    Edited by Starlight_Knight on July 10, 2018 1:38AM
  • Reloader84
    Reloader84
    ✭✭✭
    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 ? :open_mouth:

    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.

    The problem is that Zenimax cares more about magicka classes than stam classes. Additionally Zenimax has no clue how to balance pvp and keep making it more difficult for themselves. Lucky for PvPers there are new games coming out that will kill off ESO's pvp. but hey at least there isnt lag out in vivec anymore cuz they found the problem right?! oh yea and the frame rates are sooooo amazing now.
  • GaunterODim
    GaunterODim
    ✭✭✭✭
    "Reflective Plate (morph): This ability now also grants 2 seconds of immunity to snare and immobilization effects. "

    Id really love to see a similar treatment for one of the morphs of blur for magicka nightblades in pvp. (That would make the most sense to me as ability, a little compared to shuffle).

    Normally using destro/resto on my magblade and the slows really make one suffer. Without an ability to remove slows youre something really in trouble and neither using two hander nor the vampire cloak feel like good solutions on the setup of a magblade.
    @ZOS_GinaBruno
    Edited by GaunterODim on July 10, 2018 3:17AM
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Left4Daud wrote: »
    Tasear wrote: »

    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.

    Understood, this has been brought up with rest of class reps and others.
  • xI_The_Owl_Ix
    xI_The_Owl_Ix
    ✭✭✭✭✭
    The Atronach

    Tactician: Fixed an issue where this passive was setting enemies Off Balance when you dodged their attack with dodge bonuses such as Major/Minor Evasion, instead of only from Roll Dodge.



    Please reconsider this. It synergies really well with the NB Tank and makes it unique with "Mirage" while helping the team by applying Off Balance to enemies. (Btw: its the only real group support the NB Tank has)
    Also its not really OP because of the cooldown, only applying Off-Balance once every few seconds (15seconds I believe).
    This would be a huge nerf to a niche tanking class and widen the gap between DK Tanks and NB Tanks which is pretty wide anyway.

    I also expect this change to not get a huge response from the community since there are only a few NB Tanks left, after taking away Sap tanking from us. So please dont take this away as well, at least not without buffing the NB Tank first!
  • Stibbons
    Stibbons
    ✭✭✭✭✭
    "Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890."


    No way! No need nerf templar sustain even more.
  • TheNightflame
    TheNightflame
    ✭✭✭✭✭
    Don't forget nerfing potential duration by 8 seconds too
  • Donnasnowheart_ESO
    Donnasnowheart_ESO
    ✭✭✭
    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???
  • Bladerunner1
    Bladerunner1
    ✭✭✭✭
    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???

    There was an issue where having one infused weapon would cause the other non infused dual wield weapon to get the time-reduced infused affect. So the PVE stam meta dropped around 1k DPS give or take, but there's not much complaining about that since ... I guess meta people are playing mages anyway?
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like the shorter duration on defile to make it have to be managed more, but the sets with 90%-full uptime by just a melee attack or taking damage needs more of a cool down.

    Having defile still be strong is needed. Having it automatic is not
  • Thorstienn
    Thorstienn
    ✭✭✭
    Very PVP focused Patch. And pretty poor at that anyway.
    All I see is a bunch of dot points about snares (just use the major/minor system already)
    A nerf to 3 of my Templars sustains.
    And some skill bug fixes.
    Is this the result the Devs came to from our Class Rep feedback? I mean seriously, look at Warden; 2 fixes I didn't even know was a thing, and a tiny (tiny) buff to tank heal (thanks I guess?)

    Hope there is a lot more to come... and maybe a bit more PVE focussed too.
  • Elsterchen
    Elsterchen
    ✭✭✭✭✭
    Stibbons 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.
    Edited by Elsterchen on July 10, 2018 8:44PM
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Elsterchen wrote: »
    Stibbons 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.

    There is.

    It''s your only sustain tool for magicka, and due to how the new buffs work, you are unable to do anything about the buff duration unless you cast again. No. My previous criticism stands, reduce the cost or buff the morph buffs while you stand in the circle.
    Edited by Doctordarkspawn on July 10, 2018 9:38PM
  • rivenjr
    rivenjr
    ✭✭✭
    Decreasing the time of Aspect of Terror will greatly reduce a nightblade's survivability. A 50% time reduction here is a huge NERF considering it never lasts that long in Cyrodiil. Now the fear will last half a second if at all. Remember there are sets out there that will effectively make you immune to this if you make it live.
    Xbox ONE Day One
    Server - Xbox NA
    Internal Storage Only






    PVP COLLISION PROPONENT
Sign In or Register to comment.