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.
Yea, a dummy won't trigger volatile armor. A dummy also wont reflect your attacks, dodge them, LOS them, move out of them, stun you, etc, etc.
If a dragonknight attacks a player who is doing nothing to defend himself(stands still just like the target dummy), and just attacks the dragonknight back to trigger his volatile armor, then it is possible for the DK to land more attacks per second than he could on a dummy.
That's not what i call a pvp fight, however. That's just a player taking on the role of the dummy.
Peekachu99 wrote: »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)
I find the ability to stay in WW-form on PTS very similar (if not easier) compared to live. While Gilliam is a competent player, he could have done things better in that BG match on ESO live. Permawolf in battlegrounds is not an issue what so ever
Show me a video of you doing this and I’ll believe you. You have weeks to come up with one, and that’s about what it will take for you to get lucky enough without being chain cc’d or having corpses disappear too fast to maintain form, consistently.Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.
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.
I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.
Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.
@ZOS_GinaBruno
Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.
JHartEllis wrote: »Omg! :')
Peekachu99 wrote: »Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.
ZOS_GinaBruno wrote: »
General
Sorcerer
- Dark Magic
- Rune Prison
- Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.
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.
The "Alinor Bookshelf, Grand Full" furnishing is now actually filled with books, as intended.
AWreally wanted to make a shalidors library with this since so few bookshelfs are able to hold books and interact with them at the same time
would it be possible to keep both versions?
As for sload's, IT's BEEN SAID numerous times. DONT MAKE IT STACKABLE, in a 1 vs 1 situation this set is OK. The problem is when you are facing 2+ people with damage that CAN NOT be mitigated.
JUST MAKE IT REFRESH THE DAMAGE, ZOS listen to the playerbase, it will be very viable to keep the DOT on a tanky player for the full fight, but in that scenario the target can at least react.
Now facing 2+ players with this stacking is a death sentence
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.
Not really. Old RC was dodgeable and it would break on the next direct damage.
In crowded fights it basically meant free CC immunity for the enemy
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.
Once a node has been "touched" it respawns sooner.
Peekachu99 wrote: »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)
I find the ability to stay in WW-form on PTS very similar (if not easier) compared to live. While Gilliam is a competent player, he could have done things better in that BG match on ESO live. Permawolf in battlegrounds is not an issue what so ever
Show me a video of you doing this and I’ll believe you. You have weeks to come up with one, and that’s about what it will take for you to get lucky enough without being chain cc’d or having corpses disappear too fast to maintain form, consistently.Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.
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.
I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.
Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.
@ZOS_GinaBruno
Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.
Aaaaand Magicka Wardens remain below par.
Lol.
RIP magwarden. So young, so much potential...
Hayden_Knight wrote: »STILL NO MAG WARDEN CHANGES ?????????????????????????????????????????????????????????????????????????????
Mojomonkeyman wrote: »Thanks for the enormous efforts and thought you have put into all those improvements for magicka wardens. You clearly understand how to balance classes and it is truly admirable how quick you were reacting on all those issues being brought up and explained by your community.
Mindblowing performance, well deserved summer holiday! Will buy more crowns for sure just to express my gratitude for you guys caring so much!
Magden... nuff said
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)
Im confused... when is the class representative based changes? Apart from sloads (Still disastrous for mag builds) and rune cage (Damage from cage isnt the central issue, the sorc natural combo being undefendable with it is) I dont see any and this is the last "main changes.
Incap change is ok, thoughi still think it will remain best ult in game.
MagWarden still has zero and 99% of other issues are untouched
DCanadianBacon wrote: »ZOS_GinaBruno wrote: »
General
Sorcerer
- Dark Magic
- Rune Prison
- Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.
As a long time Mag Sorc main, this is not enough of a change to fix the issues with Rune Cage. Here is what I propose:
-In addition to the 20% damage nerf and the above quoted change, reduce the stun time to 2.5 or 3 seconds, down from 5;
-Make is so Rune Cage is able to be dodged, but still unblockable;
-Reduce the range to either 20, 22, or 25 meters (do some testing), down from 28 (I think 22 is the sweet spot, but 20 would be fine as well);
-And finally, please fix the buggy manner in which you CC break from this skill's stun, something about it isn't working right. Many players are unable to CC break it, or there's a delay before players have the ability to CC break it.
Im confused... when is the class representative based changes? Apart from sloads (Still disastrous for mag builds) and rune cage (Damage from cage isnt the central issue, the sorc natural combo being undefendable with it is) I dont see any and this is the last "main changes.
Incap change is ok, thoughi still think it will remain best ult in game.
MagWarden still has zero and 99% of other issues are untouched
In regards to bolded... they stated in ESO Live that it was too late to incorporate any of the class rep changes into this DLC as most of it was already in the works already. So expect rep changes to come in next DLC.
GarnetFire17 wrote: »They want to put in sloads to combat the DKs that are too tanky, then they are wanting to nerf the rune cage which will basicially make mag sorcs unviable because magicka builds don't have the stam to cc break and dodge, unless something is done to nerf stamblades there will be even more of them and they are already too rampant.
Two most annoying things in eso:
Ranged characters dominating in pve scenario and sorcs in battlegrounds...
In Xbox NA the winning team is always the one with more sorceres... And the trial groups always asks only for mageblades as dps.
Evento doing a 40k+ DPS with my magdk i cant afford to be a part of most trials groups cause ranged mechanics make meele classes to be a dps loss for The group.
Pls @ZOS_GinaBruno let the developers notice this. The community is becoming discriminatory with meele classes and we as players, cannot play as we want.