Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I'm sure that was one of the things they took into account. There were a lot of well thought out posts addressing various problems with the cast time nerf, including yours, and I now feel like they actually paid attention to them.Mystrius_Archaion wrote: »Well, it probably helped a lot when I pointed out that cast times are far too interruptible in this game even with an "uninterruptible" flag because of the over-use of knockback/pull in the game which don't even trigger CC immunity.
The cast time was just not going to do what they wanted, especially uninterruptible.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Oh, and of course thanks also to the class reps, especially @Tasear who I saw being very active in gathering feedback on the shield cast time issue, for making the effort to really make sure the devs understood where the community was coming from on this.
That 40% cap is pathetic and damn near useless if you are doing endgame PvE.
@Tasear You want data? Here's your data:
This is the kind of damage the mobs are doing in the new Blackrose Prison on vet. This isn't damage from bosses. These aren't special abilities or mechanics. These are just the standard attacks by standard non-boss enemies. Three hits, each doing over 8K, in the span of 1.1s:
Ask Wrobel what the hell he expects 40%-of-health shields will do when endgame PvE--vBRP, vCR HM, and other vet DLC content--has this much incoming damage.
That 40% cap is pathetic and damn near useless if you are doing endgame PvE.
@Tasear You want data? Here's your data:
This is the kind of damage the mobs are doing in the new Blackrose Prison on vet. This isn't damage from bosses. These aren't special abilities or mechanics. These are just the standard attacks by standard non-boss enemies. Three hits, each doing over 8K, in the span of 1.1s:
Ask Wrobel what the hell he expects 40%-of-health shields will do when endgame PvE--vBRP, vCR HM, and other vet DLC content--has this much incoming damage.
The_Camper wrote: »It's almost as if the hardest mode of what supposed to be the hardest 4 man content is supposed to be run with a healer. with HoTs and AOE heals running over the group. wow #UNPLAYABLE
kendellking_chaosb14_ESO wrote: »Add more health one tank set would greatly add to your build. You can’t wear two DPS sets and a DPS Monster set and then complain that you are a glass canon.
That 40% cap is pathetic and damn near useless if you are doing endgame PvE.
@Tasear You want data? Here's your data:
This is the kind of damage the mobs are doing in the new Blackrose Prison on vet. This isn't damage from bosses. These aren't special abilities or mechanics. These are just the standard attacks by standard non-boss enemies. Three hits, each doing over 8K, in the span of 1.1s:
Ask Wrobel what the hell he expects 40%-of-health shields will do when endgame PvE--vBRP, vCR HM, and other vet DLC content--has this much incoming damage.
That 40% cap is pathetic and damn near useless if you are doing endgame PvE.
@Tasear You want data? Here's your data:
This is the kind of damage the mobs are doing in the new Blackrose Prison on vet. This isn't damage from bosses. These aren't special abilities or mechanics. These are just the standard attacks by standard non-boss enemies. Three hits, each doing over 8K, in the span of 1.1s:
Ask Wrobel what the hell he expects 40%-of-health shields will do when endgame PvE--vBRP, vCR HM, and other vet DLC content--has this much incoming damage.
I understand, there is always work to be done. The original intent of the changes was to lessen mirgration and make the healer role needed. So now we have to see how things are with things like major maim, major protection, minor protection, and support like meritorious service offers. Then see if we can find a happy balance that allows us to enjoy the game.
I understand, there is always work to be done. The original intent of the changes was to lessen mirgration and make the healer role needed. So now we have to see how things are with things like major maim, major protection, minor protection, and support like meritorious service offers. Then see if we can find a happy balance that allows us to enjoy the game.
@Tasear How do healers heal through 1-shots? Because vBRP is brimming with those. You know how to make healers feel useful? Designing content that has strong unpurgeable DoTs and healing checks. They did that with vCR. And they did that with vBRP, which is why despite all the unhealable 1-shots (or in this case, virtually unhealable 3-shot), a dedicated healer is required. As I alluded to in my other post, the tanks are subject to unavoidable, unpureable DoTs and defiles that pretty much requires the need for a dedicated healer (because the heals need to be strong enough to be effective despite the defile) to babysit them.
Shields are not what killed the need for healers. It's content design where damage avoidance is the only viable game in town.
kendellking_chaosb14_ESO wrote: »That 40% cap is pathetic and damn near useless if you are doing endgame PvE.
@Tasear You want data? Here's your data:
This is the kind of damage the mobs are doing in the new Blackrose Prison on vet. This isn't damage from bosses. These aren't special abilities or mechanics. These are just the standard attacks by standard non-boss enemies. Three hits, each doing over 8K, in the span of 1.1s:
Ask Wrobel what the hell he expects 40%-of-health shields will do when endgame PvE--vBRP, vCR HM, and other vet DLC content--has this much incoming damage.
Add more health one tank set would greatly add to your build. You can’t wear two DPS sets and a DPS Monster set and then complain that you are a glass canon.
The goal is to make the survivability of magicka comparable to stamina. Sucks doesn't it?
I want to thank the team at ZOS for listening to the reasons why a cast time was specifically a bad way to nerf those particular skills, and taking that feedback.
Yeah seems like zos are clueless about their own game.