No DK changes? Disappointing...
Hey, its a pretty good start.
The revert change to runes damage means that it won't be slotted on most solo sorcs bars, since an only CC ability is quite a sacrifice, however its still a problem (and was when it was introduced) from groups pinning you with a buggy to break, 40m uncounterable CC.
Sloads projectile NEEDS to be reflectable. It is indeed a projectile, and adding yet another exception to wings shows bias. Especially since DK has nothing to combat it, unlike cloak/purge/roll. Tanks already have many counters in dots, doubly so for bleeds, unblockable on targets (like curse/potl) and many AoEs.
Or even better, just not stack. Have it refresh instead, since it is oblivion damage and PvP oriented. Then make the cooldown to proc per target (like wyrd tree) so it isn't useless.
Avran_Sylt wrote: »So now the Tank-Killer set is a projectile. (Sloads)
Assuming it inherits all the projectile traits, this means that it can also be reflected by the 'tank' class wings...
@Peekachu99
Play WW yourself. It's far from shambles. Besides, permawolf in BG's doesn't seem like a good design choice IMO. (Especially since it can be done when building full glass-cannon)
Lord_Dexter wrote: »Only good changes have been done for Jewellery Crafting and Templars
Rest changes remain underwhelming!
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.
The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.
It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"
A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:
Joy_Division wrote: »
While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.
The set has a 10% proc chance, not 100%. This in practice translates to roughly 60% uptime, even if you are hitting a target dummy with everything you've got. So it won't be active 100% in 1v1 encounters.
Have you fought against a sloads user? If they have any type of dot damage, if they're a dk using volatile, a stam sorc using hurricane + bleeds, a stamblade using poison injection, a mageblade using cripple, you can expect near 100% uptime on sloads. Let's not forget on live it currentley can refresh within the last second of the duration and can proc itself, effectively creating 100% uptime. To say it has a 60% uptime is completley ignorant and shows that you have done little testing with/against the set.
The fact that you even said it'd be 60% uptime on a DUMMY shows that you have no clue what you're talking about.
It does not create a 100% uptime. That's an urban legend coming from "proccing from everything"
A dummy is, in fact, the best target if you want to get sload uptime as high as possible, because it does nothing to defend itself. You can bombard it with four different DOTs at once and them spam it with direct attacks to get as many hits as you can to proc sload. Under those conditions, the uptime is roughly 60%:
There are target dummies Vs. a single opponent and then there is stepping into a Battleground where the majority of players are using this set.
I am countering the claim that sload has 100% uptime in 1v1 encounters (check the post i originally replied to).
Of course any set will have 100% uptime if you throw an unlimited number of attackers on a single target.
Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)
This is an excellent change. Thank you!ZOS_GinaBruno wrote: »Jewelry Crafting
- Jewelry Crafting Writs will no longer reward Terne, Iridium, or Zircon Grains. They will now only reward Chromium Grains, with the chance to obtain a Grain increasing with the rank of the Jewelry Crafting writ completed, similar to other durable trade skill writ rewards.
ZOS_GinaBruno wrote: »General
Nightblade
- Assassination
- Death Stroke
- Incapacitating Strike (morph): This ability now only stuns if you have 120 Ultimate or more. To visually show its readiness state, the icon will change to a recolored version and the animation of the cast will change.
Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)
If you suggest it is possible to land more hits per second on a target in PvP who is defending himself (reflects, dodges, moves out of ground AOE, LOSing, CC-ing you, etc.etc.) than on a target dummy, then we'll just have to agree to disagree.
ZOS_GinaBruno wrote: »General
Nightblade
- Assassination
- Death Stroke
- Incapacitating Strike (morph): This ability now only stuns if you have 120 Ultimate or more. To visually show its readiness state, the icon will change to a recolored version and the animation of the cast will change.
While this style of change works, the amount is too high. 120 is too close to the cost of a dawnbreaker of smiting. Perhaps dawnbreaker's stun should require additional ult as well?
Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)
If you suggest it is possible to land more hits per second on a target in PvP who is defending himself (reflects, dodges, moves out of ground AOE, LOSing, CC-ing you, etc.etc.) than on a target dummy, then we'll just have to agree to disagree.
You literally quoted me saying "obviously you can crank out the highest number of hits per second vs a dummy rather than a player" then asked if I am suggesting you can land the highest number of hits per second on a player rather than a dummy. Please re read my post. I said that a dragonknight using volatile can potentially create a higher number of hits per second than is possible vs a dummy.
Finedaible wrote: »I'm glad jewelry crafting is still being looked at, and I'll be happy with any improvements we can get. However, I'd like to comment on:ZOS_GinaBruno wrote: »Jewelry Crafting
- Added Jewelry Crafting materials to some Blacksmithing resource nodes.
- You will occasionally find a single unit of Dust on a Blacksmithing node (or two units of Dust, if the Plentiful Harvest passive triggers).
As I understood it from another developer post, this change was made to encourage players to stop skipping blacksmith nodes in their pursuit of Jewelry materials. However, I do not think this change will encourage players to stop skipping blacksmith nodes altogether. Stopping and using extra time to collect a blacksmith node which MAY have 1 dust when we could simply dash to the next jewelry node is very marginal, statistically speaking. As it stands now, it's still more efficient to go on a mad rush to collect only jewelry nodes to minimize the wasted time.
ZOS_GinaBruno wrote: »
- Jewelry Crafting Writs will no longer reward Terne, Iridium, or Zircon Grains. They will now only reward Chromium Grains, with the chance to obtain a Grain increasing with the rank of the Jewelry Crafting writ completed, similar to other durable trade skill writ rewards.
ZOS_GinaBruno wrote: »
General
- Enchantments now remember the weapon from which they were fired. This means if you fire a bow ability and weapon swap, when that bow ability deals damage, the enchantment on your bow will fire.
- Note: This was introduced in patch 4.1.0, but wanted to include it in these patch notes to clarify the intended change.
Finedaible wrote: »I'm glad jewelry crafting is still being looked at, and I'll be happy with any improvements we can get. However, I'd like to comment on:ZOS_GinaBruno wrote: »Jewelry Crafting
- Added Jewelry Crafting materials to some Blacksmithing resource nodes.
- You will occasionally find a single unit of Dust on a Blacksmithing node (or two units of Dust, if the Plentiful Harvest passive triggers).
As I understood it from another developer post, this change was made to encourage players to stop skipping blacksmith nodes in their pursuit of Jewelry materials. However, I do not think this change will encourage players to stop skipping blacksmith nodes altogether. Stopping and using extra time to collect a blacksmith node which MAY have 1 dust when we could simply dash to the next jewelry node is very marginal, statistically speaking. As it stands now, it's still more efficient to go on a mad rush to collect only jewelry nodes to minimize the wasted time.
I can also see this becoming the new Worms left on Alchemy node situation. People who don't have auto-loot on (e.g. because they don't have Crafting Bags) will take only the Dust from a Blacksmithing node rather than the metal as well. I am insufficiently knowledgeable about the game's code to know whether taking part of a node is any different to taking the full node in terms of how long it takes before the game refreshes the node, but this is something that the devs should consider.
AlsoZOS_GinaBruno wrote: »
- Jewelry Crafting Writs will no longer reward Terne, Iridium, or Zircon Grains. They will now only reward Chromium Grains, with the chance to obtain a Grain increasing with the rank of the Jewelry Crafting writ completed, similar to other durable trade skill writ rewards.
Might this lead to a situation where the price of purple (Zircon) Grains and Platings goes through the roof? I would be happier to skip the rewards of green and blue Grains, since they are easy enough to get from refining, but still receive purple.
I can also see this becoming the new Worms left on Alchemy node situation. People who don't have auto-loot on (e.g. because they don't have Crafting Bags) will take only the Dust from a Blacksmithing node rather than the metal as well. I am insufficiently knowledgeable about the game's code to know whether taking part of a node is any different to taking the full node in terms of how long it takes before the game refreshes the node, but this is something that the devs should consider.
Rune Cage is pretty much reverted to pre summerset. So everyone can stop complaining about a skill that wasn't complained about for the 6 months prior.
General
Adjusted several guards at Chalman Mine so they can be hit by ranged attacks.