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PTS Update 19 - Feedback Thread for Combat Changes

  • Elsterchen
    Elsterchen
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    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.



    Edited by Elsterchen on July 10, 2018 9:47PM
  • SirMewser
    SirMewser
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    _Ahala_ wrote: »
    Magden mains continue to be neglected... Are there changes coming in a future pts incremental or should we just give up hope?

    Delete your Warden toons I guess. :/
  • Doctordarkspawn
    Doctordarkspawn
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    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    It costed less than a thousand magicka, less then two thousand for the duration we have now, had a fast cast animation, and contributed to magicka recovery in such a way that it made up for much of it's own cost alone. It did not need changed except for PVPers, and they had other options. It should not have been changed. But if you insist on changing it, buff the magicka restore effect to make up for the loss, for PVE DPS.
    Edited by Doctordarkspawn on July 10, 2018 10:05PM
  • exeeter702
    exeeter702
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    rivenjr wrote: »
    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.

    Fear duration was not nerfed.... re read the patch notes and stop tagging the devs with @s
  • Elsterchen
    Elsterchen
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    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    Don't care for whatever you complain about when channelled focus is the topic.

    However, as pointed out before, restoring focus changes make its net cost less and add bufftime. Concerning this morph your bang buck point is bull. ;)

    Last but not least imo you can stand or sit wherever you like, but pleace don't feel entitled to voice for this stamplar.
    Edited by Elsterchen on July 10, 2018 10:10PM
  • Doctordarkspawn
    Doctordarkspawn
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    Elsterchen wrote: »
    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    Don't care for whatever you complain about when channelled focus is the topic.

    However, as pointed out before, restoring focus changes make its net cost less and add bufftime. Concerning this morph your bang buck point is bull. ;)

    Last but not least imo you can stand or sit wherever you like, but pleace don't feel entitled to voice for this stamplar.

    It isn't. Other Magplars have run the numbers and it is a nerf, sorry if you dont -like- people saying that, but it's the truth. On live, you get a total of eighteen seconds, plus eight seconds for the buff to wind down. On PTS, you get eighteen seconds, and a higher cost, meaning the magicka regen is much less usefull, given it's not as good value. It's a nerf. Stop saying otherwise because you clearly dont play Magplar and dont give a crap about them. So let the people who do, who've run the numbers, talk about what's a nerf for their class.

    Also, I never voiced this for Stamplar. I never claimed to -be- a stamplar. I dont know why your bringing Stamplar into it -at all-. I said that if you choose the other morph, you'd benefit from increased protection and healing much more then you would extra armor and I stand by that.

    You're selfishness does you no credit and you are genuinely arguing against value for yourself. You'd benefit more from increased minor protection bonus and increased minor vitality bonus then you would the armor, and Magplar would benefit much more from more regen.
    Edited by Doctordarkspawn on July 10, 2018 10:23PM
  • casparian
    casparian
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    I'll never understand why feedback threads get filled so quickly with people assuming the worst about each other and describing people who disagree with them as though they are failed human beings.

    Let's try to talk about the changes and avoid personally derogatory talk, folks.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Elsterchen
    Elsterchen
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    Elsterchen wrote: »
    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    Don't care for whatever you complain about when channelled focus is the topic.

    However, as pointed out before, restoring focus changes make its net cost less and add bufftime. Concerning this morph your bang buck point is bull. ;)

    Last but not least imo you can stand or sit wherever you like, but pleace don't feel entitled to voice for this stamplar.

    It isn't. Other Magplars have run the numbers and it is a nerf, sorry if you dont -like- people saying that, but it's the truth.

    Also, I never voiced this for Stamplar. I never claimed to -be- a stamplar. I said that buffing the minor protec, vitality, and the magicka regen from focus would be better for everyone. And if you disagree with that statement fine, but if you think I'm talking for stamplar your genuinely unhinged.

    What isn't ? What are you talking about?
    NOONE runs numbers on restoring focus magica return BECAUSE THAT SKILL NEVER RESTORED MAGICA!

    Buffing the minor protection and minor vitality from restoring focus is NOT fine for everyone, as you might consider there are people playin other classes, too. They get either group buffs (Warden / sorc (pets)) or some damage (DK) as well as one minor buff with their Major Defence buffs or they pay nothing (NBs) for theyr major defence buff and get no additional minor buff. Restoring focus offers 2 minor buffs and extra Spell and Physical Resistance on top of the Major defence buff, which fits nicely with what other classes get.

    And i think you should take care to not mix up restoring focus and channelled focus.
    Edited by Elsterchen on July 10, 2018 10:27PM
  • Doctordarkspawn
    Doctordarkspawn
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    Elsterchen wrote: »
    Elsterchen wrote: »
    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    Don't care for whatever you complain about when channelled focus is the topic.

    However, as pointed out before, restoring focus changes make its net cost less and add bufftime. Concerning this morph your bang buck point is bull. ;)

    Last but not least imo you can stand or sit wherever you like, but pleace don't feel entitled to voice for this stamplar.

    It isn't. Other Magplars have run the numbers and it is a nerf, sorry if you dont -like- people saying that, but it's the truth.

    Also, I never voiced this for Stamplar. I never claimed to -be- a stamplar. I said that buffing the minor protec, vitality, and the magicka regen from focus would be better for everyone. And if you disagree with that statement fine, but if you think I'm talking for stamplar your genuinely unhinged.

    What isn't ? What are you talking about?
    NOONE runs numbers on restoring focus magica return BECAUSE THAT SKILL NEVER RESTORED MAGICA!

    Buffing the minor protection and minor vitality from restoring focus is NOT fine for everyone, as you might consider there are people playin other classes, too. They get either group buffs (Warden / sorc (pets)) or some damage (DK) as well as one minor buff with their Major Defence buffs or they pay nothing (NBs) for theyr major defence buff and get no additional minor buff. Restoring focus offers 2 minor buffs and extra Spell and Physical Resistance on top of the Major defence buff, which fits nicely with what other classes get.

    It's clear your so tunnlevisioned on what portains to you that talking to you is pointless.

    For the record, the changes to the skill as a whole are a nerf to magplar and are not good. Until you are willing to look at all facets of the skill, dont post. You're just hurting the game if your not willing to consider everything about the skill including both morphs. You give one-sided information which is then misinformation.

    I'll say it again: The changes to how the skill works devalue the magicka morph, and buffing the buffs while standing in the circle, for both morphs, would be a better change then more armor. I will not say anything else, because it's clear your not listening. There''s more to the change to consider then restoring focus.
    Edited by Doctordarkspawn on July 10, 2018 10:38PM
  • Tommy_The_Gun
    Tommy_The_Gun
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    Some feedback regarding Incapaciting Strike:

    First: keep in mind that it is roll-dodgable, passively dodgeable (minor/major evasion) and blockable single target ultimate ability.

    Current changes on PTS (becouse of % of health requirement) simply remove the stun from this ultimate ability in 99% of situations.

    The only scenario when this ability will still stun enemy is when your % of health is lower than your enemy's health % (regardles of your max hp pool & your enemy's max hp pool). This means that it "might" work in mid-combat or when your health is low and you are trying to escape.

    This change makes Incapaciting Strike stun almost a pure "luck" - making this stun very unreliable. The other issue is people are already trying to make a Nightblade builds utilizing Equilibrium (basically hurting themselfes just before a fight) or sloting some nb's shadow abilities on one bar so when you swap bars your % of health will go down to 90% for 2 seconds etc. I am pretty sure that is not what ZOS's devs had in mind.

    Some sugestions (all of them were proposed in Nightblade Class Representative thread):
    1. Change % of health requirement just to max health. That way if enemy has more max hp than you - they will get stuned, but if someone has lower max hp than you do - they will not get stunned. This will make low hp squishy builds more rewarding to play (high risk - high reward) and will be more punishing for high health stacking tank builds.
    2. Make Incapitating Strike to have no stun when you use it at 70 ultimate points and to have a stun when you use it at like 200 ultimate points (of course this just an example and values require adjusting).
    But basic idea is to make incapitaing strike stronger when you use it at high ultimate points (since all ultimate points are consemed anyway) and to make it weaker when you use it at low ultimate points. This would reward the player for waiting to accumulate enough ulimate points and then carefully placing Incapaciting Strike when it is needed rather than using it every single time when they reach 70 ultimate points.
    Edited by Tommy_The_Gun on July 11, 2018 7:33AM
  • Derra
    Derra
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    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.

    I´d change the magica version of stormarmor for runefocus no questions asked. Have to be more specific.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • _Ahala_
    _Ahala_
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    SirMewser wrote: »
    _Ahala_ wrote: »
    Magden mains continue to be neglected... Are there changes coming in a future pts incremental or should we just give up hope?

    Delete your Warden toons I guess. :/

    When it comes to Magden defense it’s unique and interesting with layered buffs and a house with corrupting pollen (sorry templars :p )... but the offense makes me feel like a generic npc mage as I only find use in shalks and permafrost... everything else is from weapon and world skills because of the weakness of fetcher flies, cliff racers, and the bear in Cyrodiil and the lack of ice damage morphs... zos has made a mag version of a stam dk with magden it seems... I’m still gonna play it and absolutely wreck face, but I am getting really tired of swimming upstream in order to be effective
  • Wing
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    drop rune prisons range to 8m, same as DK version.

    add some risk and skill to that reward
    ESO player since beta.
    game got too disappointing.
  • NBrookus
    NBrookus
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    Derra wrote: »
    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.

    I´d change the magica version of stormarmor for runefocus no questions asked. Have to be more specific.

    Rune is templar's ONLY source of class sustain and it got nerfed, and templar sustain was already terrible. Sorcs like to complain about their sustain yet they have a flat 10% sustain passive.

    The change is a small buff for PVP with the extra 7 seconds of armor buff while moving, but a big nerf for PVE, where templars lose out on up to a net return od 3451 magicka per cast.

    unknown.png
  • Gravord
    Gravord
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    This is the official feedback thread for the global combat changes. We’re specifically looking for feedback on the duration reduction to snares and defiles, and the increased movement speed on pets. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

    - increase normal cc immunity to 15s minimum
    - cut hard stuns to 2-3s tops, not insane 5s unbreakable rune cages
    - add separate immunity timer for snare/immobilize of 10 seconds
    - enjoy way better pvp gameplay
  • SirMewser
    SirMewser
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    _Ahala_ wrote: »
    SirMewser wrote: »
    _Ahala_ wrote: »
    Magden mains continue to be neglected... Are there changes coming in a future pts incremental or should we just give up hope?

    Delete your Warden toons I guess. :/

    When it comes to Magden defense it’s unique and interesting with layered buffs and a house with corrupting pollen (sorry templars :p )... but the offense makes me feel like a generic npc mage as I only find use in shalks and permafrost... everything else is from weapon and world skills because of the weakness of fetcher flies, cliff racers, and the bear in Cyrodiil and the lack of ice damage morphs... zos has made a mag version of a stam dk with magden it seems... I’m still gonna play it and absolutely wreck face, but I am getting really tired of swimming upstream in order to be effective

    I don't PvP with my Magden so I would not know, but you certainly make a good point.
  • XGCAlbatr0ss
    XGCAlbatr0ss
    ✭✭✭
    Elsterchen wrote: »
    Elsterchen wrote: »
    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    Don't care for whatever you complain about when channelled focus is the topic.

    However, as pointed out before, restoring focus changes make its net cost less and add bufftime. Concerning this morph your bang buck point is bull. ;)

    Last but not least imo you can stand or sit wherever you like, but pleace don't feel entitled to voice for this stamplar.

    It isn't. Other Magplars have run the numbers and it is a nerf, sorry if you dont -like- people saying that, but it's the truth.

    Also, I never voiced this for Stamplar. I never claimed to -be- a stamplar. I said that buffing the minor protec, vitality, and the magicka regen from focus would be better for everyone. And if you disagree with that statement fine, but if you think I'm talking for stamplar your genuinely unhinged.

    What isn't ? What are you talking about?
    NOONE runs numbers on restoring focus magica return BECAUSE THAT SKILL NEVER RESTORED MAGICA!

    Buffing the minor protection and minor vitality from restoring focus is NOT fine for everyone, as you might consider there are people playin other classes, too. They get either group buffs (Warden / sorc (pets)) or some damage (DK) as well as one minor buff with their Major Defence buffs or they pay nothing (NBs) for theyr major defence buff and get no additional minor buff. Restoring focus offers 2 minor buffs and extra Spell and Physical Resistance on top of the Major defence buff, which fits nicely with what other classes get.

    It's clear your so tunnlevisioned on what portains to you that talking to you is pointless.

    For the record, the changes to the skill as a whole are a nerf to magplar and are not good. Until you are willing to look at all facets of the skill, dont post. You're just hurting the game if your not willing to consider everything about the skill including both morphs. You give one-sided information which is then misinformation.

    I'll say it again: The changes to how the skill works devalue the magicka morph, and buffing the buffs while standing in the circle, for both morphs, would be a better change then more armor. I will not say anything else, because it's clear your not listening. There''s more to the change to consider then restoring focus.

    Granted i agree with everything you have said about this being a nerf to magplars, it indeed is. But coming from a stamplar main, i am super cheeky about this change and cant wait :). Restoring focus was OP before on stamplar both PVE/PVP and now i get that buff not even having to stand in my rune? I love it and am super excited for the change. I know all magplars are kinda upset but i havent heard of one stamplar denying this change as being good. So its gonna be 50/50 on this change. Atleast theyre buffing one side of the spectrum!
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Elsterchen wrote: »
    Elsterchen wrote: »
    Elsterchen wrote: »
    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.

    Restoring focus never restored magica!
    Channeled focus was the MAJOR DEFENCE-that-offered-some-sustain-morph. Canneled focus will not cost 2700 magica after PTS goes live but 1890.

    Please don't get things messed up.




    I never specified which morph.

    Buffing the buffs both morphs give out gives it more bang for the buck that the new cost increase is charging.

    My criticism stands and your attempts to confuse the issue over semantics will not hold. It remains true, that Channeled focus morph is the only sustain tool templar has, and that nerfing it with this cost and this inability to reapply duration or extend it in any way, hurts Magplar.

    Don't care for whatever you complain about when channelled focus is the topic.

    However, as pointed out before, restoring focus changes make its net cost less and add bufftime. Concerning this morph your bang buck point is bull. ;)

    Last but not least imo you can stand or sit wherever you like, but pleace don't feel entitled to voice for this stamplar.

    It isn't. Other Magplars have run the numbers and it is a nerf, sorry if you dont -like- people saying that, but it's the truth.

    Also, I never voiced this for Stamplar. I never claimed to -be- a stamplar. I said that buffing the minor protec, vitality, and the magicka regen from focus would be better for everyone. And if you disagree with that statement fine, but if you think I'm talking for stamplar your genuinely unhinged.

    What isn't ? What are you talking about?
    NOONE runs numbers on restoring focus magica return BECAUSE THAT SKILL NEVER RESTORED MAGICA!

    Buffing the minor protection and minor vitality from restoring focus is NOT fine for everyone, as you might consider there are people playin other classes, too. They get either group buffs (Warden / sorc (pets)) or some damage (DK) as well as one minor buff with their Major Defence buffs or they pay nothing (NBs) for theyr major defence buff and get no additional minor buff. Restoring focus offers 2 minor buffs and extra Spell and Physical Resistance on top of the Major defence buff, which fits nicely with what other classes get.

    It's clear your so tunnlevisioned on what portains to you that talking to you is pointless.

    For the record, the changes to the skill as a whole are a nerf to magplar and are not good. Until you are willing to look at all facets of the skill, dont post. You're just hurting the game if your not willing to consider everything about the skill including both morphs. You give one-sided information which is then misinformation.

    I'll say it again: The changes to how the skill works devalue the magicka morph, and buffing the buffs while standing in the circle, for both morphs, would be a better change then more armor. I will not say anything else, because it's clear your not listening. There''s more to the change to consider then restoring focus.

    Granted i agree with everything you have said about this being a nerf to magplars, it indeed is. But coming from a stamplar main, i am super cheeky about this change and cant wait :). Restoring focus was OP before on stamplar both PVE/PVP and now i get that buff not even having to stand in my rune? I love it and am super excited for the change. I know all magplars are kinda upset but i havent heard of one stamplar denying this change as being good. So its gonna be 50/50 on this change. Atleast theyre buffing one side of the spectrum!

    The nerf to magplar is unwarrented.

    And even some stamplars hate this change. It needs reclibrated or dismissed entirely, and I wont stop saying it.

    Either make ajustments so it isn't dicking over magplar un-necessarily or scrap the change. It isn't worth implimenting new functionality if it breaks old functionality.
  • Zer0oo
    Zer0oo
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    Is this the patch where the finally fixed the "slide-on-the-floor" bug after getting incaped?
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Reloader84
    Reloader84
    ✭✭✭
    Death Stroke
    Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.

    So the NB single target, melee range, dodgable, and blockable ultimate now has a condition to it.

    Keep in mind that there is only one other Ultimate that is single target and melee range which is Berzerker Strike (Onslaught/Berzerker Rage). While I would never use it because 2h is too clunky in PvP, even i think that its a little too expensive, should be about 125).

    I think that the worst part is that this is based of % of health. I think it wouldn't be as bad if this were based the actual number value of health. or to raise the delve damage of the ability itself. Fear is a nice stun but for stamina Nightblades it is a very expensive ability to use.

    On a separate note why have damage shields still not been addressed. Sorcerers are over-performing even with the changes i do not see that changing. Damage shields should be switched to a buff where there are Major and Minor buffs, i.e: Annulment, Bone Shield, Sun Shield, and Conjured Ward should be majors and Steadfast Ward and obsidian shield should be minors.

    Watching this game since early release Sorcerers seem to be Zenimax's favored class. While Nightblades, particularly stamina nightblades, have been taking a nerf bat to the face since early release; simply because they are opportunity attackers from stealth.

    I truly wish a dev would give me some insight to these ridiculous changes or lack of changes, although I know every sorc will just cry how they are under-performing, shields aren't strong, they don't have burst damage, and their mobility is insufficient. Which are all false. (able to triple stack shields, rune cage (instant ranged unavoidable stun), streak, boundless storm, overload, haunting curse, crystal fragments)


    Oh yea any ETA on the latency fix for Cyrodiil?


    @ZOS_GinaBruno

    Edited by Reloader84 on July 12, 2018 1:20AM
  • Maryal
    Maryal
    ✭✭✭✭✭
    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.

    For the most part, my time spent in pvp and pve has averaged around 50/50 (and I've played this game for years). I ONLY use fear traps, whether it be in pvp or pve ... it's the only form of fear I have ever used. How, when, where and why I use it is very different in pvp than it is in pve. It's unfortunate, VERY unfortunate, that nerfs or changes to skills directed at the pvp crowd often end up hurting pve players.
    Although they make up the majority of people playing the game, pve'ers are grossly under-represented on the forums ... especially when it comes to issues relating to fighting (armor, skills, weapons, abilities, passives, etc). Because of this, the pve point of view and the strength of that point of view (in terms of numbers) drowns in a sea of pvp points of view.

    While I can understand why the developers don't want there to be 'different' skills for pvp/pve, I see NO reason why the duration of some skill buffs/debuffs can't be different in pvp/pve, such as the duration of the fear (trap) snare.
    Edited by Maryal on July 12, 2018 2:12AM
  • Aliyavana
    Aliyavana
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    ✭✭✭✭✭
    Sloads is the mechanical acuity of PvP. There is no real reason not to use it unless your like me and do not like cheesy sets. Please also make sloads proc only on direct damage
  • IZZEFlameLash
    IZZEFlameLash
    ✭✭✭✭✭
    Aliyavana wrote: »
    Sloads is the mechanical acuity of PvP. There is no real reason not to use it unless your like me and do not like cheesy sets. Please also make sloads proc only on direct damage

    Or just turn Sload's damage to Disease as Sload's are hated and infamous for crafting a disease. Not opening gates to Oblivion.
    Imperials, the one and true masters of all mortal races of Tamriel
  • hedna123b14_ESO
    hedna123b14_ESO
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    Radiant Buff is nowhere near enough...take away magicka scaling, buff base dmaage slightly and have it scale to 400%
  • Aliyavana
    Aliyavana
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    ✭✭✭✭✭
    Aliyavana wrote: »
    Sloads is the mechanical acuity of PvP. There is no real reason not to use it unless your like me and do not like cheesy sets. Please also make sloads proc only on direct damage

    Or just turn Sload's damage to Disease as Sload's are hated and infamous for crafting a disease. Not opening gates to Oblivion.

    Disease damage would also be fitting
  • sly007
    sly007
    ✭✭✭✭
    Some feedback regarding Incapaciting Strike:

    First: keep in mind that it is roll-dodgable, passively dodgeable (minor/major evasion) and blockable single target ultimate ability.

    Current changes on PTS (becouse of % of health requirement) simply remove the stun from this ultimate ability in 99% of situations.

    The only scenario when this ability will still stun enemy is when your % of health is lower than your enemy's health % (regardles of your max hp pool & your enemy's max hp pool). This means that it "might" work in mid-combat or when your health is low and you are trying to escape.

    This change makes Incapaciting Strike stun almost a pure "luck" - making this stun very unreliable. The other issue is people are already trying to make a Nightblade builds utilizing Equilibrium (basically hurting themselfes just before a fight) or sloting some nb's shadow abilities on one bar so when you swap bars your % of health will go down to 90% for 2 seconds etc. I am pretty sure that is not what ZOS's devs had in mind.

    Some sugestions (all of them were proposed in Nightblade Class Representative thread):
    1. Change % of health requirement just to max health. That way if enemy has more max hp than you - they will get stuned, but if someone has lower max hp than you do - they will not get stunned. This will make low hp squishy builds more rewarding to play (high risk - high reward) and will be more punishing for high health stacking tank builds.
    2. Make Incapitating Strike to have no stun when you use it at 70 ultimate points and to have a stun when you use it at like 200 ultimate points (of course this just an example and values require adjusting).
    But basic idea is to make incapitaing strike stronger when you use it at high ultimate points (since all ultimate points are consemed anyway) and to make it weaker when you use it at low ultimate points. This would reward the player for waiting to accumulate enough ulimate points and then carefully placing Incapaciting Strike when it is needed rather than using it every single time when they reach 70 ultimate points.

    Not everyone playes nightblade the same, regardless of what your may read on forums or see on YouTube. The stun based on health percentages is nerf which was needed for incapacitating strike but it is also the fairest for all the different nb builds.
    Edited by sly007 on July 12, 2018 5:06AM
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    casparian wrote: »
    Nobody wants this.
    Every templar in PVP wants this and has been asking for it (or something similar) for a very long time. Don't forget that the game is supposed to contain more activities and playstyles than your own.

    I agree that templar PVE tanks still need some love though.

    @casparian
    @Syiccal
    Have you taken this into consideration? PvP is getting a nerf too. Now 15sec while still being able to refresh going back through than that would be different.
    unknown.png[img][/img]
    Edited by Maura_Neysa on July 12, 2018 5:36AM
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Carbonised
    Carbonised
    ✭✭✭✭✭
    ✭✭✭✭✭
    I know you're swinging the nerf hammer over everything snare related, but was it really necessary to nerf the DK passive Warmth as well?

    When you deal damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 4 seconds.

    It's a very mild snare, only 30 % reduction, and with a very short duration, only 4 seconds. Also, it can only be applied with melee based attacks (embers, engulfing). After the update, it will only be applicable by whips.

    The DK class representative thread already talked about how useless the DK passives are for most our skills, so many times they do not apply, and now you're changing things again, so that the Warmth passive will only apply to a single skill in the skill tree it belongs to, this is exactly what DKs have been complaining about.

    With this change, you might just as well completely scrap the Warmth passive and replace it with something else. a 30 % snare for 4 secs only applicable by whip (and inferno, for the few who use that), is just another underwhelming and pretty useless DK passive in a long line of them by now.

    DKs have no mobility whatsoever, the 4 sec snare was the only thing they had going for them to keep opponents in melee range, since again, all DK skills are melee based.

    Where's our DK class representative, didn't we already make a point of how DK passives are continually being nerfed and changed so they apply to less and less skills?
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    sly007 wrote: »
    Some feedback regarding Incapaciting Strike:

    First: keep in mind that it is roll-dodgable, passively dodgeable (minor/major evasion) and blockable single target ultimate ability.

    Current changes on PTS (becouse of % of health requirement) simply remove the stun from this ultimate ability in 99% of situations.

    The only scenario when this ability will still stun enemy is when your % of health is lower than your enemy's health % (regardles of your max hp pool & your enemy's max hp pool). This means that it "might" work in mid-combat or when your health is low and you are trying to escape.

    This change makes Incapaciting Strike stun almost a pure "luck" - making this stun very unreliable. The other issue is people are already trying to make a Nightblade builds utilizing Equilibrium (basically hurting themselfes just before a fight) or sloting some nb's shadow abilities on one bar so when you swap bars your % of health will go down to 90% for 2 seconds etc. I am pretty sure that is not what ZOS's devs had in mind.

    Some sugestions (all of them were proposed in Nightblade Class Representative thread):
    1. Change % of health requirement just to max health. That way if enemy has more max hp than you - they will get stuned, but if someone has lower max hp than you do - they will not get stunned. This will make low hp squishy builds more rewarding to play (high risk - high reward) and will be more punishing for high health stacking tank builds.
    2. Make Incapitating Strike to have no stun when you use it at 70 ultimate points and to have a stun when you use it at like 200 ultimate points (of course this just an example and values require adjusting).
    But basic idea is to make incapitaing strike stronger when you use it at high ultimate points (since all ultimate points are consemed anyway) and to make it weaker when you use it at low ultimate points. This would reward the player for waiting to accumulate enough ulimate points and then carefully placing Incapaciting Strike when it is needed rather than using it every single time when they reach 70 ultimate points.

    Not everyone playes nightblade the same, regardless of what your may read on forums or see on YouTube. The stun based on health percentages is nerf which was needed for incapacitating strike but it is also the fairest for all the different nb builds.
    Well Incap is back as it used to be long time ago.... except back then it costed 50 ultimate points...

    PTS:
    "Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s."

    It is not about your maximum health vs your enemy's maximum health (or even current health). It is about percentage of health. So basically speaking - you need to be wounded and the enemy have to be at full health or "less wounded" than you for the incap to stun.

    Even if you will have like 18K of 20K maximum health vs some tanky enemy who has 20K out of 40K maximum health - you have 90% health vs 50% health enemy - stun will not work even thought enemy has still more HP than you (because of percentage condition).

    This change simply makes it a guessing game in PvP. Imagine a scenario when you want to use incap during siege and one of your ally healers will heal you 2 sec before you use incap...

    I can see this still being used in mid combat - but then again most of the time enemy you are fighting against has some CC immunity from a previous CC effect (thus stun from incap won't work anyway) and like I said before - they have to be "less wounded" - So you will have to wait till they heal but you need to be carefully not heal yourself (god forbid !) because incap stun won't work.
    Ok - don't get me wrong - Incapacitating Strike was discussed a lot in NB Class Representative thread and it was one of the pain - points - so it needs some changes. But the changes ZOS is making to incap simply makes it a pure luck for the incap to stun anyone. The changes that were suggested in nb class representative thread were far better imho.

    btw.
    Incap is a roll-dodgable, passively dodgeable (minor/major evasion) and blockable single target ULTIMATE.
    Now try to compare that to sorc's Rune Cage that is a ranged skill (instant so can be used as spamable) that can not be dodged or blocked and has 5 seconds CC... AND deals dmg when the effect ends. The only thing ZOS did is 20% dmg reduction to the dmg dealt.

    Now tell me - honestly (without any class bias or anything like this) - What is more overloaded ability ? A NB ult or a sorc skill ?
    Thank you. ;)
    Edited by Tommy_The_Gun on July 12, 2018 8:43AM
  • MashmalloMan
    MashmalloMan
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    ✭✭✭✭✭
    Thread I made about enchantment changes.

    https://forums.elderscrollsonline.com/en/discussion/425032/what-happened-to-enchantments-changed-more-than-the-patch-notes-show/p1?new=1

    Is it intentional that your bow back bar now carries it's enchantment and continues to proc it front bar instead of how it is live where it will proc whichever bar it's on.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
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