Carbonised wrote: »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?
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.
Sloads main issue was that it stacked effortless unmitigatable damage from multiple players thus making it a death sentence to players.
Make it so it can't stack but another sloads procing on you will refresh the duration of sload
I will pass concerns along. Though some questions have you tried Have you tried timestop, volcanic rune, turn undead. Just some considerations.
@Tasear
Yea I have tried those abilities for my Nightblade tank on that fight and they don't work nearly as well as the fear traps, which themselves were a pain to get used to.
Volcanic ruin for example knocks them up in the air for 4 seconds but then they come running at you with blazing speed, spraying acid and reducing your armor to 0 making the boss light attacks hit like a truck.
Manifestation of Terror traps are the only thing I've been able to make consistently work in this hard mode because it fears the shalks for 4 seconds, and then slows them for 4 additional seconds allowing me to space myself away from their nasty acid spray.
Non-hard mode is not a problem, with one shalk - I actually use frost clench here.
Hard mode on a Nightblade tank though I have to use some special tricks and if my tricks get nerfed I'm not sure I will want to do this fight on my tank anymore.
I understand this is an extremely niche circumstance, literally being only one PVE fight in the game this nerf will effect. I would argue that fang lair Hard mode is currently the hardest 4man fight in the game at the moment though, and tanking it on a nightblade is definitely more difficult than DK or warden so I need every edge I can get, 4 second fear and 4 second snare being my edge.
But I don't want Manifestation of Terror to be nerfed just because everything else is getting nerfed. I think it should have more reason then that.
Are the fear traps really overperforming so much in PVP that a nerf to the cc is justified? I can't say I just know it effects my PVE tanking toolkit and I want that to be considered.
Doctordarkspawn wrote: »
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.
Carbonised wrote: »That depends on whether I'm reading the patch notes right.
"This ability now only snares targets when you deal direct damage with an Ardent Flame ability (was any type of damage)"
If Engulfing and Embers still count as direct damage on the first initial damage, then it's at least bearable. It's still a huge nerf for Banner though, which only deals DoT, so it's more easy than ever to just run out of the AoE. Warmth should still apply to Banner.
Or at least have Banner deal an upfront direct damage so it procs Warmth.
If, as I read it initially, it means that only whip and one morph of Inferno will apply Warmth, then it's a cause of concern.
It's still hardly "the vast majority" of the offensive PvP skills, so save the hyperbole. Warmth doesn't apply to any skills in Draconic Power or Earthern Heart or any skills outside the DK toolkit.
We already mentioned in the DK class thread that so many passives are outdated and not applying to the skills they were supposed to apply to. Could you bring this up with the dev team regarding warmth? It should at least apply to the initial direct damage tick of Embers and Engulfing, and Banner needs to have a direct damage component when initially cast, so it at least procs Warmth once when cast. Banner is already circumstantial at best when used in PvP, and without warmth, it's pretty much gutted in PvP.
Doctordarkspawn wrote: »
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.
As a PvP main you're spot on. This was done to increase mobility. Honestly if they just made it where you passively gain your major defence buffs while Rune is on the bar, that in itself would greatly increase mobility. No other change would be necessary. This small change would actually help conserve resources and free up a GCD on defensive rotations.
It's not a perfext fix, but its much better than the current change. The sustain nerf is much greater than people realize.
https://www.youtube.com/watch?v=qklxYreNTQo
https://www.youtube.com/watch?v=LxFPdxkynIM&t=4sdrop rune prisons range to 8m, same as DK version.
add some risk and skill to that reward
Merlin13KAGL wrote: »People went with Channeled Focus for the regen. The armor buff was just a bonus.
Increasing the true secondary effect ( the armor bonus ) while reducing the main effect is a nerf.
The alternate morph could be change to function as proposed, but Channeled should stay as is.
@Left4Daud Frost WoE gives a decent Shalk snare, too, btw, and you can even drop it down in front of you and run through it if you must.
Merlin13KAGL wrote: »People went with Channeled Focus for the regen. The armor buff was just a bonus.
Increasing the true secondary effect ( the armor bonus ) while reducing the main effect is a nerf.
The alternate morph could be change to function as proposed, but Channeled should stay as is.
@Left4Daud Frost WoE gives a decent Shalk snare, too, btw, and you can even drop it down in front of you and run through it if you must.
Merlin13KAGL wrote: »People went with Channeled Focus for the regen. The armor buff was just a bonus.
Increasing the true secondary effect ( the armor bonus ) while reducing the main effect is a nerf.
The alternate morph could be change to function as proposed, but Channeled should stay as is.
@Left4Daud Frost WoE gives a decent Shalk snare, too, btw, and you can even drop it down in front of you and run through it if you must.
Elsterchen wrote: »Merlin13KAGL wrote: »People went with Channeled Focus for the regen. The armor buff was just a bonus.
Increasing the true secondary effect ( the armor bonus ) while reducing the main effect is a nerf.
The alternate morph could be change to function as proposed, but Channeled should stay as is.
@Left4Daud Frost WoE gives a decent Shalk snare, too, btw, and you can even drop it down in front of you and run through it if you must.
Sry, but its templars only ability to gain the major defence buff. Like any other class, templars only have one. So no: rune focus primary ability was (and is) the major defence buff, which thankfully is mobile once patch hits live.
The other thing is sustain, and knowing that the minor sustain buff from channeled focus was so desperately needed by magplars that they will riot now, just shows the pity state of templar sustain. Sustain definately needs to be adressed, but not by (again) shutting templars out of a mobile major defence buff.
@Left4Daud you won't always get the immobilize proc, but you should always get at least a basic snare. I think the shalks stay up about 15 seconds if not killed (ideal), and even Talons doesn't fire consistently on both. The debuff they give is downright brutal.@Merlin13KAGL
Yeah I’ve been playing around with different frost staff setups. I switched from infused w/ weakening to charged w/ frost enchant. I love when I get an immobilization proc on my wall but it’s still far from 100%.
Regarding the shalks usually a fear trap handles them but sometimes I have to throw down the ice wall to further snare them if my ability to position was limited. That happens a lot in the last leg of hard mode.
With the pending change to the snare adjustments I will have to see how the fight feels and adjust my set up accordingly. But it won’t be any easier than it is now, and that is to say it already is a fair challenge.
Elsterchen wrote: »Merlin13KAGL wrote: »People went with Channeled Focus for the regen. The armor buff was just a bonus.
Increasing the true secondary effect ( the armor bonus ) while reducing the main effect is a nerf.
The alternate morph could be change to function as proposed, but Channeled should stay as is.
@Left4Daud Frost WoE gives a decent Shalk snare, too, btw, and you can even drop it down in front of you and run through it if you must.
Sry, but its templars only ability to gain the major defence buff. Like any other class, templars only have one. So no: rune focus primary ability was (and is) the major defence buff, which thankfully is mobile once patch hits live.
The other thing is sustain, and knowing that the minor sustain buff from channeled focus was so desperately needed by magplars that they will riot now, just shows the pity state of templar sustain. Sustain definately needs to be adressed, but not by (again) shutting templars out of a mobile major defence buff.
hedna123b14_ESO wrote: »Speaking strictly in terms of PvE the regen from channeled focus sucks...everyone uses spel sym, because it instantly returns the same amt of magicka as channeled focus if done right.
May as well just call it melee at that point, since 'melee' in this game is 5-7m (which is complete ***).Septimus_Magna wrote: »
Merlin13KAGL wrote: »
@Elsterchen , it's far easier to find an extra 5280 armor class than it is to find extra mag regen. If they made up for it elsewhere, that would be fine, but I don't see them doing that anytime soon. If not for the regen, the morphs would be on equal footing / personal preference. Clearly this being the desired morph points to regen as the reason, as they both give the armor buffs.
This was a go-to skill for many DPS, and a must have for anyone trying to templar tank.
Merlin13KAGL wrote: »@Left4Daud you won't always get the immobilize proc, but you should always get at least a basic snare. I think the shalks stay up about 15 seconds if not killed (ideal), and even Talons doesn't fire consistently on both. The debuff they give is downright brutal.@Merlin13KAGL
Yeah I’ve been playing around with different frost staff setups. I switched from infused w/ weakening to charged w/ frost enchant. I love when I get an immobilization proc on my wall but it’s still far from 100%.
Regarding the shalks usually a fear trap handles them but sometimes I have to throw down the ice wall to further snare them if my ability to position was limited. That happens a lot in the last leg of hard mode.
With the pending change to the snare adjustments I will have to see how the fight feels and adjust my set up accordingly. But it won’t be any easier than it is now, and that is to say it already is a fair challenge.Elsterchen wrote: »Merlin13KAGL wrote: »People went with Channeled Focus for the regen. The armor buff was just a bonus.
Increasing the true secondary effect ( the armor bonus ) while reducing the main effect is a nerf.
The alternate morph could be change to function as proposed, but Channeled should stay as is.
@Left4Daud Frost WoE gives a decent Shalk snare, too, btw, and you can even drop it down in front of you and run through it if you must.
Sry, but its templars only ability to gain the major defence buff. Like any other class, templars only have one. So no: rune focus primary ability was (and is) the major defence buff, which thankfully is mobile once patch hits live.
The other thing is sustain, and knowing that the minor sustain buff from channeled focus was so desperately needed by magplars that they will riot now, just shows the pity state of templar sustain. Sustain definately needs to be adressed, but not by (again) shutting templars out of a mobile major defence buff.hedna123b14_ESO wrote: »Speaking strictly in terms of PvE the regen from channeled focus sucks...everyone uses spel sym, because it instantly returns the same amt of magicka as channeled focus if done right.
@hedna123b14_ESO , you haven't run the math on Channeled, apparently. It's the equivalent to +480 Mag Regen, simply by setting foot in the Focus once every 8 seconds. It's passive (once it's down), long lasting, fast ticking, and unlike Spell Sym, it neither damages, nor debuffs you in the process. Show me any other skill that matches that.
EDIT: There's also the matter that you don't need to max a 4th line to get access to it, since it's a class skill.
@Elsterchen , it's far easier to find an extra 5280 armor class than it is to find extra mag regen. If they made up for it elsewhere, that would be fine, but I don't see them doing that anytime soon. If not for the regen, the morphs would be on equal footing / personal preference. Clearly this being the desired morph points to regen as the reason, as they both give the armor buffs.
This was a go-to skill for many DPS, and a must have for anyone trying to templar tank.May as well just call it melee at that point, since 'melee' in this game is 5-7m (which is complete ***).Septimus_Magna wrote: »
Apparently everyone's walking around with anime worthy Final Fantasy length weapons. The visuals just don't reflect that.
Boss reaches are even worse sometimes. (How about if I'm visually out of it then I don't get hit?)