Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Vykosa set - intended for Tank players - when you taunted a target it would apply Major Maim to them, but it didn't feel like you had a lot of control when it would fire because you need to keep the taunt continously. So now the debuff will apply when you BASH the boss. This works well because Tanks have reduced cost for bashing.
Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno
I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.
Player cleverness: running Reverb Bash and applying Major Defile and Major Maim and a stun with a single skill.
Well ... Rune Cage will be dropped in favor for Destructive Reach again since it basically has the same effect and opens up an additional slot on the bars.
No, changing the set to have greater effect the higher your armor class would make it seem less daft.Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Rune Cage is still unblockable so it will still perform better than DR in most situations as the best (only) defense to the meteor combo is block. That's why this skill was overperforming in the first place.
No, changing the set to have greater effect the higher your armor class would make it seem less daft.Merlin13KAGL wrote: »Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Vykosa set - intended for Tank players - when you taunted a target it would apply Major Maim to them, but it didn't feel like you had a lot of control when it would fire because you need to keep the taunt continously. So now the debuff will apply when you BASH the boss. This works well because Tanks have reduced cost for bashing.
Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Yeah because those sloads users use sloads tactically rather than having it on you 24/7 wearing you down. There is not a whole lot this chanhes (except for stamian builds, who can afford to constantly dodge it). Healing abilities will still be applied as needed, that is depending on the current state of your HP bar, because healing when you got full HP is not that helpful. And builds relying on shields are still being f***ed by this set.
So nothing really changed about sloads only that it was nerf in such a way that it wouldnt hurt stamblades anymore. Gotta cater to the most vocal group on the forums.
As for the Rune Cage change: it basically goes in the same direction: Cater to the stamblades AKA perma dodgers. For the rest of the population nothing really changes. Well ... Rune Cage will be dropped in favor for Destructive Reach again since it basically has the same effect and opens up an additional slot on the bars. Only advantage that remains is that you can get thorugh perma-block. But those people usually won't die from a full burst rotation when they are stunned anyways, so there is very little incentive to use it anymore. The change in the meta was good while it lasted ....
I find it interesting how every grievance of stamblades gets addressed in a timely fashion and the rest of the builds and classes can wait for multiple Updates or even years.
Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno
I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.
mr_wazzabi wrote: »Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Yeah because those sloads users use sloads tactically rather than having it on you 24/7 wearing you down. There is not a whole lot this chanhes (except for stamian builds, who can afford to constantly dodge it). Healing abilities will still be applied as needed, that is depending on the current state of your HP bar, because healing when you got full HP is not that helpful. And builds relying on shields are still being f***ed by this set.
So nothing really changed about sloads only that it was nerf in such a way that it wouldnt hurt stamblades anymore. Gotta cater to the most vocal group on the forums.
As for the Rune Cage change: it basically goes in the same direction: Cater to the stamblades AKA perma dodgers. For the rest of the population nothing really changes. Well ... Rune Cage will be dropped in favor for Destructive Reach again since it basically has the same effect and opens up an additional slot on the bars. Only advantage that remains is that you can get thorugh perma-block. But those people usually won't die from a full burst rotation when they are stunned anyways, so there is very little incentive to use it anymore. The change in the meta was good while it lasted ....
I find it interesting how every grievance of stamblades gets addressed in a timely fashion and the rest of the builds and classes can wait for multiple Updates or even years.
Rune cage was broken. Pure and simple. It needed a huge change to keep sorcs from dominating battlegrounds. On live, battlegrounds is easymode for sorcs because of rune cage. The team with the most magsorcs always wins in my experience.
mr_wazzabi wrote: »Thanks for the summary.Changes announced by Eric Wrobel, Lead Combat Designer, on yesterday's ESO Live (2018-07-20, watch it here)
Sload's Semblance was designed to be useful against Heavy Armor Tank builds who are hard to kill, hence it does Oblivion damage which cuts through Heavy Armor and shielding. However it's unambiguously better against all armor types. So the number of ticks has been reduced. To combat the situation where people get lots of Sload's stacks at once, there is now a visual cue that the projectile is starting so you can roll-dodge the effect or start pre-casting heals or damage shields. This cue looks like a sload's attack, and "gives you a lot of strategic options".
Precasting shields that don't protect against oblivion damage as a strategic option?
Ahh... okay, if you go to the video at 00:50:14 or so, Wrobel mentions "casting shields because you know they're going to hit you with a lot of other attacks". I guess the second half of that sentence makes it seem less daft.
Yeah because those sloads users use sloads tactically rather than having it on you 24/7 wearing you down. There is not a whole lot this chanhes (except for stamian builds, who can afford to constantly dodge it). Healing abilities will still be applied as needed, that is depending on the current state of your HP bar, because healing when you got full HP is not that helpful. And builds relying on shields are still being f***ed by this set.
So nothing really changed about sloads only that it was nerf in such a way that it wouldnt hurt stamblades anymore. Gotta cater to the most vocal group on the forums.
As for the Rune Cage change: it basically goes in the same direction: Cater to the stamblades AKA perma dodgers. For the rest of the population nothing really changes. Well ... Rune Cage will be dropped in favor for Destructive Reach again since it basically has the same effect and opens up an additional slot on the bars. Only advantage that remains is that you can get thorugh perma-block. But those people usually won't die from a full burst rotation when they are stunned anyways, so there is very little incentive to use it anymore. The change in the meta was good while it lasted ....
I find it interesting how every grievance of stamblades gets addressed in a timely fashion and the rest of the builds and classes can wait for multiple Updates or even years.
Rune cage was broken. Pure and simple. It needed a huge change to keep sorcs from dominating battlegrounds. On live, battlegrounds is easymode for sorcs because of rune cage. The team with the most magsorcs always wins in my experience.
It's actually comical how true that statement is lol. I'll look at group composition before the match starts and predict who will win or who the strongest competition will be based on the amount of magsorcs alone.
I say 100 would he better but people like you said we have multiple cc options so its not a big deal.Fear,SA from stealth and even heavy attacks after proccing unbalance.Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno
I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.
Although I don't rely on the stun (fear prior to Incap) I do think 100 is more appropriate.
mr_wazzabi wrote: »Rune cage was broken. Pure and simple. It needed a huge change to keep sorcs from dominating battlegrounds. On live, battlegrounds is easymode for sorcs because of rune cage. The team with the most magsorcs always wins in my experience.
LadyNalcarya wrote: »Number of sload ticks means nothing as long as it stacks. Everyone and their dog is wearing it atm, it completely ruins build diversity.
And if they want to make it a projectile, then there should be a cooldown and the projectile should have a clear telegraph, like Velidreth's or Selene's.
Lmao bruh you really hate Nb its hilarious.mr_wazzabi wrote: »Rune cage was broken. Pure and simple. It needed a huge change to keep sorcs from dominating battlegrounds. On live, battlegrounds is easymode for sorcs because of rune cage. The team with the most magsorcs always wins in my experience.
Regardless of whether this is true or not, the way it was "fixed" still speaks volumes. And the pace at which stamblade grievances are addressed too. Their insta-kill from stealth dominance was not addressed for ages despite pretty much everybody (except for stamblades ofc) complained about it. The time-to-kill back then was even shorter than now if you manage to kill somebody with a single curse-meteor--cage-frag rotation. And you didn't even get a heads-up like you do from a meteor.
And why only solve the issue for perma dodgers / stamina builds? Wouldn't it have made far more sense to somehow limit meteor / ulti damage you take? That way every single build would have profited. But no. It was again made to fit the stamblades.
Honestly, for most fights this change probably doesn't matter (see above). At least in a CP enviornment good players usually don't die to this rotation. For example they hold back their CC when they think the sorc is about to drop a meteor and as soon as it is telegraphed they stun the sorc, preventing the Rune Cage and then blockhe meteor. The only thing that really changes is that the perma-dodgers can now have a field day with sorcs again ... as I said, catering to stamblades again.
I say 100 would he better but people like you said we have multiple cc options so its not a big deal.Fear,SA from stealth and even heavy attacks after proccing unbalance.Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno
I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.
Although I don't rely on the stun (fear prior to Incap) I do think 100 is more appropriate.
If they increase the general cost of incap to 120 DBOS would be better 100% agree with you.With just the stun being 120 while its not preferable it can be worked around.Making it 100 would be great middle ground for all parties.I say 100 would he better but people like you said we have multiple cc options so its not a big deal.Fear,SA from stealth and even heavy attacks after proccing unbalance.Thanks for the post. The incap stun needs to be 100ish. 120 is AoE stun dawnbreaker level. @ZOS_GinaBruno
I wonder if they are making overload have a barswap type cooldown instead of counting as a 1 second skill coldown.
Although I don't rely on the stun (fear prior to Incap) I do think 100 is more appropriate.
This is true, but 120 is pretty eye rolling truthfully. I like the idea, and I know we have other options but Incap isn't worth 120 ult. Might as well use DBoS at that point.