generalmyrick wrote: »People quit over patch notes? Why?
generalmyrick wrote: »Details! Tell the story!
TheRealSniker wrote: »Zenimax took a step in the right direction
The Class Rep Program actually works!
What I dont understand is why all of you are crying on the Forums now?
Yes it isnt much and Wrobel still has no idea what hes doing, but they hired people to help them out and are listening to the community.
How do I know that?
One of the Problems that had been talked about in the meeting was that Templars were too immobile cause of the Rune buffs
here you go:
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%.
Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!
Death Stroke
Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
People had been complaining ALOT about defiles and snares and how classes cannot deal with them
Here you go:
Merciless Resolve (morph): Removed the snare from this ability.
Rending Slashes (morph): Decreased the duration of the snare to 4 seconds from 9 seconds.
Lethal Arrow (morph): Decreased the duration of the Major Defile debuff applied to 4 seconds from 10 seconds.
Arrow Spray: Decreased the duration of the snare applied from this ability and its morphs to 4 seconds from 6 seconds.
Reverberating Bash (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
Cripple: Decreased the duration of the snare and the Major Expedition buff from this ability and its morphs to 4 seconds from 8 seconds.
Sloads has been confirmed too strong against Nightblades there for it got nerfed aswell:
Sload’s Semblance:
Removed the first damage over time tick.
The damage over time effect now begins dealing damage 1 second after it has been applied.
Decreased the total damage by approximately 15% due to the removed tick.
Fixed an issue where the damage over time from this item set was removing invisibility.
Fixed an issue where the damage over time could proc itself.
Stop Crying and realize that this is a small step towards a healthy game.
TheRealSniker wrote: »Zenimax took a step in the right direction
The Class Rep Program actually works!
What I dont understand is why all of you are crying on the Forums now?
Yes it isnt much and Wrobel still has no idea what hes doing, but they hired people to help them out and are listening to the community.
How do I know that?
One of the Problems that had been talked about in the meeting was that Templars were too immobile cause of the Rune buffs
here you go:
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%.
Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!
Death Stroke
Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
People had been complaining ALOT about defiles and snares and how classes cannot deal with them
Here you go:
Merciless Resolve (morph): Removed the snare from this ability.
Rending Slashes (morph): Decreased the duration of the snare to 4 seconds from 9 seconds.
Lethal Arrow (morph): Decreased the duration of the Major Defile debuff applied to 4 seconds from 10 seconds.
Arrow Spray: Decreased the duration of the snare applied from this ability and its morphs to 4 seconds from 6 seconds.
Reverberating Bash (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
Cripple: Decreased the duration of the snare and the Major Expedition buff from this ability and its morphs to 4 seconds from 8 seconds.
Sloads has been confirmed too strong against Nightblades there for it got nerfed aswell:
Sload’s Semblance:
Removed the first damage over time tick.
The damage over time effect now begins dealing damage 1 second after it has been applied.
Decreased the total damage by approximately 15% due to the removed tick.
Fixed an issue where the damage over time from this item set was removing invisibility.
Fixed an issue where the damage over time could proc itself.
Stop Crying and realize that this is a small step towards a healthy game.
Absolutely hilarious as you entirely forgot about the main reason people are crying about patch notes.
Rune Prison/Cage "fix" being an absolute F-ing joke.
Sounds like an MMO patch.noones arguing there is good stuff but they also added alot of things ppl arnt happy with or didnt make enough adjustments
TheRealSniker wrote: »The Class Rep Program actually works!
TheRealSniker wrote: »Zenimax took a step in the right direction
Just because the changes were not made in this update doesn't mean they were ignored or the class reps program is a failure.MLGProPlayer wrote: »TheRealSniker wrote: »The Class Rep Program actually works!
They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...
Just because the changes were not made in this update doesn't mean they were ignored or the class reps program is a failure.MLGProPlayer wrote: »TheRealSniker wrote: »The Class Rep Program actually works!
They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...
None of the classes got massive focus and sweeping overhauls based on feedback in those patch notes, which would make one think they're coming at a later date either in this update or the next one. Seems this updates balance pass was focused on werewolf and some sets.
That would make sense. So If I have like 20k heath I can stun someone with incap who has like 21k heath. But if someone has 19k heath incap wont stun. This would reward squishy low-heath builds - high risk / high reward.TheRealSniker wrote: »Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!
Death Stroke
Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
Tommy_The_Gun wrote: »That would make sense. So If I have like 20k heath I can stun someone with incap who has like 21k heath. But if someone has 19k heath incap wont stun. This would reward squishy low-heath builds - high risk / high reward.TheRealSniker wrote: »Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!
Death Stroke
Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
However this not the case because it says % of heath. So I need to have for example 99% of health in order to stun target that has 100% of heath - regardless of my max heath pool.
This basically means that using incap will almost never stun anyone unless used mid-fight or when your heath is low and you want to stun the target to escape. Alredy I have seen people with crazy ideas to run Equlibium and cast it (basically hurting yourself) just before using incap... I dont think that this is what devs had in mind...
I knew for a long time that incap will be changed somehow because it was discussed on nb class rep thread. But was ZOS posted on pts... It feels like the person who gatherd all the feedback passed the information via a badly working telephone and all the balancing team heard was:
**static** Nigh**ade.** incapit***str**es****stun**static***
All in all I am disapointed and kind of a let down by nb class representative , zos and the whole class representative program.
MLGProPlayer wrote: »TheRealSniker wrote: »The Class Rep Program actually works!
They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...