CurvedSwords123 wrote: »Can Stamsorcs have some identity please? Give us a wind morph of overload or something. Also dark magic and summoner passives should be reworked.
Peekachu99 wrote: »No WW adjustments for two PTS cycles, really? Is the plan to just leave it in shambles for another two years now? The timer is atrocious and Gilliam couldn’t even stay in form in a BG on your live stream.
CurvedSwords123 wrote: »Can Stamsorcs have some identity please? Give us a wind morph of overload or something. Also dark magic and summoner passives should be reworked.
Dark Magic isn't that bad. If they gave stam sorcs a skill to reliably proc Blood Magic, that would be worth missing out on a lot of the passives there.
Summoner passives need to give a bonus at all times--these bonuses would be buffed when a pet is active. Right now, only pet sorcs benefit from this skill line, and they are a minority
ZOS_GinaBruno wrote: »Significantly reduced the amount of Boosters needed to improve the quality of Jewelry.
- At maximum rank of Plating Expertise, it now takes only a single piece of Terne Plating to go from white to green, two Iridium Platings to go from green to blue, three Zircon Platings to go from blue to purple, and only 4 Chromium Platings to go from purple to gold.
Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
Peekachu99 wrote: »No WW adjustments for two PTS cycles, really? Is the plan to just leave it in shambles for another two years now? The timer is atrocious and Gilliam couldn’t even stay in form in a BG on your live stream.
I completely disagree. The timer is way better now... and they fixed so many issues with the werewelf (the fear is instant; the feed is over time, instead of all at once; you don't HAVE to take damage to stay in ww form). You can have 100% werewolf uptime in a fight lasting over 5 minutes without having to use the time-increasing leap. In a BG this means you have to still be super aggressive, but instead of seeking out damage (as you would with the old Blood Rage), you now seek to deal it, also it procs on dots, which means if you put your bleed on someone it will keep giving you time back in the form. I think it's fair to say that WW is in quite a good spot right now, potentially verging on game-breaking, if nothing is done about the ridiculous light-attack only builds for PvE.
Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst if the Sorc doesn't line it up perfectly, but when the Sorc gets another 2.5 seconds of free damage it gives the Sorc a big enough margin of error so that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to tank damage and whittle down opponents with dots.itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst, but when the Sorc gets another 2.5 seconds free damage that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to outlast and whittle down opponents, not line up a 1 sec burst of 20K damage that then procs a 6-8K auto execute that was applied before the burst even started.itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth or infernal gaurdian would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.
The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth or infernal gaurdian would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.
I've never understood this "magicka characters can't afford to dodge roll" thing. If they can't, too bad - suffer! Then you'll have to sacrifice some of that 60k magicka for some more stamina or suffer the consequences. Yes, I play both magicka and stamina toons, so it's no "hate sorcs" thing. Heal through or dodge Sloads, fine. Sorcs can't always be regarded as some special children, that needs fine treatement.
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.
ZOS_GinaBruno wrote: »
Weapon
- Two Handed
- Heavy Weapons: Fixed an issue where the axe bleed would not stack when multiple players used it against the same enemy.
xAk_MoRRoWiNdx wrote: »Wait a second? With the changed to Incap, with the stun only happening after a certain ult amount, does this replace the change where you had to be at a lower health percent to stun??? If so, I'm totally ok with this change.
These notes seem to be pretty good, ish.
xAk_MoRRoWiNdx wrote: »Wait a second? With the changed to Incap, with the stun only happening after a certain ult amount, does this replace the change where you had to be at a lower health percent to stun??? If so, I'm totally ok with this change.
These notes seem to be pretty good, ish.
Actually a kind of change I think they should do to many ultimates, that people consider "OP". Lower ulti, less grandeur effect - more ulti, add that nasty stun etc. Should for example be done to Dawnbreaker too. Low ulti, same damage, higher ulti - include the (damn) stun.
xAk_MoRRoWiNdx wrote: »xAk_MoRRoWiNdx wrote: »Wait a second? With the changed to Incap, with the stun only happening after a certain ult amount, does this replace the change where you had to be at a lower health percent to stun??? If so, I'm totally ok with this change.
These notes seem to be pretty good, ish.
Actually a kind of change I think they should do to many ultimates, that people consider "OP". Lower ulti, less grandeur effect - more ulti, add that nasty stun etc. Should for example be done to Dawnbreaker too. Low ulti, same damage, higher ulti - include the (damn) stun.
It used to be like that I believe a while ago. The higher the ult number, the higher the damage it did. But that was changed because that ults were doing so much damage. So as far as I know, it's not like that anymore.
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst if the Sorc doesn't line it up perfectly, but when the Sorc gets another 2.5 seconds of free damage it gives the Sorc a big enough margin of error so that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to tank damage and whittle down opponents with dots.itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst if the Sorc doesn't line it up perfectly, but when the Sorc gets another 2.5 seconds of free damage it gives the Sorc a big enough margin of error so that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to tank damage and whittle down opponents with dots.itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
This is completely wrong. 2.5 seconds is a HUUGE margin of error for sorc burst.
The only way cage kills people is when that burst is lined up perfectly and all lands In the <0.5 seconds it takes the target to break-free.
sitting in the bubble for 2.5 seconds after that - another 2 full cooldowns of unblocked/undodged damage = dead. Another 2.5 seconds after that means nothing to the majority of builds.
itscompton wrote: »Not even close, Rune Cage last 2X as long as petrify and is being wielded by a class designed around bursting opponents down in a small window. At 2.5 seconds a character with 25-28K resistance and 25K health has a chance to survive that burst if the Sorc doesn't line it up perfectly, but when the Sorc gets another 2.5 seconds of free damage it gives the Sorc a big enough margin of error so that same character gets melted almost every time. And DK is almost never going to burst that same character down from 100% HP to dead over the duration of a petrify because the class is designed to tank damage and whittle down opponents with dots.itscompton wrote: »Emma_Overload wrote: »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
There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
People weren't using it because it didn't last for a broken OP 5 seconds, not because it had no damage.
How is it broken exactly? It works like Petrify, with just worse morph choices and longer ranged, yet no one complains about that skill.
This is completely wrong. 2.5 seconds is a HUUGE margin of error for sorc burst.
The only way cage kills people is when that burst is lined up perfectly and all lands In the <0.5 seconds it takes the target to break-free.
sitting in the bubble for 2.5 seconds after that - another 2 full cooldowns of unblocked/undodged damage = dead. Another 2.5 seconds after that means nothing to the majority of builds.
I don’t think he realizes the amount of damage I can put out with 24k spell pen on a sorc with a 5 second unblockable stun.
The projectile change to sloads is a nice step but still not enough. Magika classes can't afford to dodge roll out of sloads proc in an outnumbered situation. If we are going the projectile route, changing it to function like velidreth or infernal gaurdian would add skill in getting it to land. Oblivion damage is the most destructive damage type and it being dodgable isn't a viable solution for magika setups.
I've never understood this "magicka characters can't afford to dodge roll" thing. If they can't, too bad - suffer! Then you'll have to sacrifice some of that 60k magicka for some more stamina or suffer the consequences. Yes, I play both magicka and stamina toons, so it's no "hate sorcs" thing. Heal through or dodge Sloads, fine. Sorcs can't always be regarded as some special children, that needs fine treatement.
Most Sorcs already run 16k+ Stam. It’s not only dodging Sload’s. It’s snares, roots, and CCs too. Stam Chars ofc get to stack WD through the roof. MagSorc damage and shields are tied to max magicka. Sure, you can run more health and more stam. You’re not going to kill anyone and be OOM most times.
So, what are you sacrificing as stam char that has perpetual snare immunity?
Mystrius_Archaion wrote: »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.
Which is likely 10 minutes, AKA a lifetime of waiting.
There was a video in another thread somebody watched a Thieves Trove partially looted until it despawned. It was ridiculously slow.
FYI, an Abyssal Geyser event respawns in just over 10 minutes. If you have waited for one of those or farmed somethign while waiting, you know how insanely annoyingly slow that is.
They did not anticipate players leaving partial nodes and it was less of a problem before they made this crafting skill very vulnerable to it. They now need to acknowledge the problem and rework the respawn rates.
Mystrius_Archaion wrote: »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.
Which is likely 10 minutes, AKA a lifetime of waiting.
There was a video in another thread somebody watched a Thieves Trove partially looted until it despawned. It was ridiculously slow.
FYI, an Abyssal Geyser event respawns in just over 10 minutes. If you have waited for one of those or farmed somethign while waiting, you know how insanely annoyingly slow that is.
They did not anticipate players leaving partial nodes and it was less of a problem before they made this crafting skill very vulnerable to it. They now need to acknowledge the problem and rework the respawn rates.
Septimus_Magna wrote: »
The strange thing is that a CC like Flame Reach or Javalin can be broken while flying through air so there’s no delay.
Can we test a wrecking blow rework that functions like solar barrage. No cast time slightly reduced damage @ZOS_GinaBruno @Gilliamtherogue @ZOS_Wrobel
Septimus_Magna wrote: »
The strange thing is that a CC like Flame Reach or Javalin can be broken while flying through air so there’s no delay.
Yep - flame reach, dizzying swing - can break as soon as CC is applied.
OTOH, fossilize, rune cage, fear, reverb - have to suffer the animation, and if CC break is used "too soon" the keypress will be completely ignored, so you have to spam it, and you always take 1-2 hits before you can regain control.