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Major Expedition Access Nerf

  • Strider__Roshin
    Strider__Roshin
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    Nah only the bad magicka players will get destroyed. Most of the magicka mains in my guild are looking to the changes, and admit shields were over-performing.
  • Leocaran
    Leocaran
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    Akimbro wrote: »
    Leocaran wrote: »
    If only my magsorc could somehow profit from the FM nerf/ snare "buff" by having any snares on it's skill trees.
    O_o o_O But what about Encase/Prisons? And mines?
    That's a class skill. Stam gets access to snares from weapon abilities.
    O_o 'MAGsorc', 'snares on its skill trees'. What don't I see here?
    Edited by Leocaran on October 1, 2018 7:14PM
  • mojomood
    mojomood
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    Daus wrote: »
    Nah only the bad magicka players will get destroyed. Most of the magicka mains in my guild are looking to the changes, and admit shields were over-performing.

    Shields were overperforming, but outside of Fortified Brass Light, there aren't many light sets that offer good defense left. Wizard's Riposte was too good, but now is not worth it. MagBlade, MagPlar, MagWarden can all go heavy fairly effectively. I don't know a single MagSorc who is looking forward to next patch. The Light Armor Passives are getting buff, but it's just not enough IMO.
  • HankTwo
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    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration of around 25 to 30 seconds.

    Imo, the combination of speed pots and forward momentum was just too strong, because you had to sacrifice very little for an extreme increase in mobility. However, some of these major expedition nerfs to skills are unnecessary. Especially the falcon swiftness nerf. Since it will give minor berserk just by slotting it, there will be almost no reason to actually cast the skill with a buff duration of only 4 seconds. If they nerf mobility across the board, then maybe some adjustments to snares will be needed as well.
    Edited by HankTwo on October 1, 2018 7:43PM
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • Chilly-McFreeze
    Chilly-McFreeze
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    Leocaran wrote: »
    If only my magsorc could somehow profit from the FM nerf/ snare "buff" by having any snares on it's skill trees.
    O_o o_O But what about Encase/Prisons? And mines?

    While FM also gives root immunity, so does dodge roll. And neither of these skills have a snare.
  • Leocaran
    Leocaran
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    Leocaran wrote: »
    If only my magsorc could somehow profit from the FM nerf/ snare "buff" by having any snares on it's skill trees.
    O_o o_O But what about Encase/Prisons? And mines?
    While FM also gives root immunity, so does dodge roll. And neither of these skills have a snare.
    Ok. What's a snare?
  • usmcjdking
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    FM used to be 3 seconds and I had no issue with it when it was 3 seconds.

    I think OP's point maintains, though. Warden, MagSorc, DK, NB all have some form of Maj Expedition but Templar does not. I don't find this too problematic, but it should be tied to a universal skill. Stam/Magplar and Stam Sorc get left in the dust here a bit.
    0331
    0602
  • Chilly-McFreeze
    Chilly-McFreeze
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    Leocaran wrote: »
    Leocaran wrote: »
    If only my magsorc could somehow profit from the FM nerf/ snare "buff" by having any snares on it's skill trees.
    O_o o_O But what about Encase/Prisons? And mines?
    While FM also gives root immunity, so does dodge roll. And neither of these skills have a snare.
    Ok. What's a snare?

    The thingy that reduces your movement speed by X%. Snare are usually given out like candy on every second stamina skill. Somehow magsorcs doesn't have access to it anymore (got removed from the encase morph). But that's only fitting, sorcs don't have access to debuffs in general from class skills.
  • Crixus8000
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    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

  • olsborg
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    Get me a detect pot with major endurance on it and im all good.

    PC EU
    PvP only
  • Mystikkal
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    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)
  • GreenHere
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    mojomood wrote: »
    @Chilly-McFreeze I've asked for a speed/sorcery/magicka pot since I played my first magicka character in PvP. Coming from playing a stam character, it was huge day one. I would love to hear that their change next patch is to add those pots, but I doubt it will be coming. Probably gonna be a nerf to something similar to the immovability 10 second timeframe.

    I'd wait for next week to see how severe the pot nerfs are before I put effort into parading for mag + speed pots. Maybe they make mE pots irrelevant with an overnerf, wouldn't surprpise me.

    This makes me sad... because in my heart I know it's super likely to be true ):
  • SilverPaws
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    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.
  • mojomood
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    olsborg wrote: »
    Get me a detect pot with major endurance on it and im all good.

    Yes. I would love this, especially in view of the upcoming mark nerf. But only if speed/sorcery/magicka is also a thing.
  • Chilly-McFreeze
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    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    I take you prefer to simply roll over once the bigger group turns around the corner?
  • mojomood
    mojomood
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    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    in Summerset everyone was crying for defile nerfs, which are healing buffs. just saying.
  • mojomood
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    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the last patch, MagSorc was the only magicka class that could keep up with stam OW. So you're stamDK still had the tools to be stronger than every mag class except sorcs. In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.
  • Chilly-McFreeze
    Chilly-McFreeze
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    mojomood wrote: »
    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    in Summerset everyone was crying for defile nerfs, which are healing buffs. just saying.

    People will always cry for nerfs. That's what I learned from this forum. Once ZOS nerfed what's currently in the spotlight, the swarm of locusts will move over to the next thing they deem op. Look through the recent page these days and see:

    -nerf swift
    -nerf FM
    -nerf speed pots (but stand your ground isn't viable outside of really small numbers)
    -nerf speed cap
    -nerf cloak
    -nerf sorcs
    -nerf implosion
    -nerf DW enchants and traits
    -nerf steel tornado
    -nerf bleeds
    -nerf heals
    -nerf login rewards (my favourite, people complaining about handouts)


    What was it shortly before that?
    -nerf shields
    -nerf defile (what was that about nerf heals?)
    -nerf pvp tanks (but also nerf defile and bleeds)
    -nerf snares (funny that people now complain about snare immunity)
    -nerf gap closers

    When they are through with the current nerf train they will simply jump on what is then more powerful. And something will seem to be so, simply because if you knock down everything around something yet untouched will always be prefered.

    Honestly, this forum is now nothing but a *** show and a place for to cry about things that they don't use in pvp.
  • SilverPaws
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    mojomood wrote: »
    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the last patch, MagSorc was the only magicka class that could keep up with stam OW. So you're stamDK still had the tools to be stronger than every mag class except sorcs. In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.

    StamDK stronger than every mag classes ? You never played stam dk i guess haha. Stam dks don't have any special tools, we depend on weapon skill lines and are bottom tier of all stam classes.
    Forced into heavy and snb, mobility is essential to stam dks.
    Edited by SilverPaws on October 1, 2018 8:11PM
  • Crixus8000
    Crixus8000
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    mojomood wrote: »
    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.

    From a stamsorc point of view a nerf to dark deal, overload 3rd bar gone, fw nerfed and now speed pots being nerfed I fail to see what buff I gained.

  • Chilly-McFreeze
    Chilly-McFreeze
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    Crixus8000 wrote: »
    mojomood wrote: »
    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.

    From a stamsorc point of view a nerf to dark deal, overload 3rd bar gone, fw nerfed and now speed pots being nerfed I fail to see what buff I gained.

    In b4 "but absord stam enchats"
  • mojomood
    mojomood
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    mojomood wrote: »
    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    in Summerset everyone was crying for defile nerfs, which are healing buffs. just saying.

    People will always cry for nerfs. That's what I learned from this forum. Once ZOS nerfed what's currently in the spotlight, the swarm of locusts will move over to the next thing they deem op. Look through the recent page these days and see:

    -nerf swift
    -nerf FM
    -nerf speed pots (but stand your ground isn't viable outside of really small numbers)
    -nerf speed cap
    -nerf cloak
    -nerf sorcs
    -nerf implosion
    -nerf DW enchants and traits
    -nerf steel tornado
    -nerf bleeds
    -nerf heals
    -nerf login rewards (my favourite, people complaining about handouts)


    What was it shortly before that?
    -nerf shields
    -nerf defile (what was that about nerf heals?)
    -nerf pvp tanks (but also nerf defile and bleeds)
    -nerf snares (funny that people now complain about snare immunity)
    -nerf gap closers

    When they are through with the current nerf train they will simply jump on what is then more powerful. And something will seem to be so, simply because if you knock down everything around something yet untouched will always be prefered.

    Honestly, this forum is now nothing but a *** show and a place for to cry about things that they don't use in pvp.

    I read posts asking for nerfs, but have never found one with just a post of "nerf ____". The people posting always have reasons and many times ideas for solutions. The problem isn't the people asking for buffs or nerfs, it's when ZOS borrows the nerf hammer from Thor. Or when ZOS wants to fix one issue like PvP permablock tanks by adding damage that ignores resistances that is inherently better against everyone. I have read some really great ideas on the forums that ZOS overnerfed/overbuffed. Doesn't mean the people who posted were wrong in their idea.
  • mojomood
    mojomood
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    Crixus8000 wrote: »
    mojomood wrote: »
    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.

    From a stamsorc point of view a nerf to dark deal, overload 3rd bar gone, fw nerfed and now speed pots being nerfed I fail to see what buff I gained.

    speed pot nerf hasn't happened. the nerf to swift is a buff to stam sorc. honestly, the 3rd bar will probably hurt the most but everyone getting slower while stamsorc can still stack speed is a buff to them.
  • Firstmep
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    Crixus8000 wrote: »
    mojomood wrote: »
    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.

    From a stamsorc point of view a nerf to dark deal, overload 3rd bar gone, fw nerfed and now speed pots being nerfed I fail to see what buff I gained.

    Didnt they revert dark deal nerf, and keep the extra resources over time?
  • GreenHere
    GreenHere
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    mojomood wrote: »
    mojomood wrote: »
    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    in Summerset everyone was crying for defile nerfs, which are healing buffs. just saying.

    People will always cry for nerfs. That's what I learned from this forum. Once ZOS nerfed what's currently in the spotlight, the swarm of locusts will move over to the next thing they deem op. Look through the recent page these days and see:

    -nerf swift
    -nerf FM
    -nerf speed pots (but stand your ground isn't viable outside of really small numbers)
    -nerf speed cap
    -nerf cloak
    -nerf sorcs
    -nerf implosion
    -nerf DW enchants and traits
    -nerf steel tornado
    -nerf bleeds
    -nerf heals
    -nerf login rewards (my favourite, people complaining about handouts)


    What was it shortly before that?
    -nerf shields
    -nerf defile (what was that about nerf heals?)
    -nerf pvp tanks (but also nerf defile and bleeds)
    -nerf snares (funny that people now complain about snare immunity)
    -nerf gap closers

    When they are through with the current nerf train they will simply jump on what is then more powerful. And something will seem to be so, simply because if you knock down everything around something yet untouched will always be prefered.

    Honestly, this forum is now nothing but a *** show and a place for to cry about things that they don't use in pvp.

    I read posts asking for nerfs, but have never found one with just a post of "nerf ____". The people posting always have reasons and many times ideas for solutions. The problem isn't the people asking for buffs or nerfs, it's when ZOS borrows the nerf hammer from Thor. Or when ZOS wants to fix one issue like PvP permablock tanks by adding damage that ignores resistances that is inherently better against everyone. I have read some really great ideas on the forums that ZOS overnerfed/overbuffed. Doesn't mean the people who posted were wrong in their idea.

    Sometimes I wonder if ZOS has a Gallagher-like person in charge of the nerf hammer. Err... Nerf Mallet

    (can someone who's smarter than me post a Gallagher gif, please?) :D
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    Firstmep wrote: »
    [q
    Didnt they revert dark deal nerf, and keep the extra resources over time?

    The instant resource return is still nerfed by 25%. The 240 effective regen for 20s is the compensation, so the total amount got buffed. However, that won't make this skill viable in PvE and is still a nerf for PvP.



    mojomood wrote: »
    mojomood wrote: »
    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    in Summerset everyone was crying for defile nerfs, which are healing buffs. just saying.

    People will always cry for nerfs. That's what I learned from this forum. Once ZOS nerfed what's currently in the spotlight, the swarm of locusts will move over to the next thing they deem op. Look through the recent page these days and see:

    -nerf swift
    -nerf FM
    -nerf speed pots (but stand your ground isn't viable outside of really small numbers)
    -nerf speed cap
    -nerf cloak
    -nerf sorcs
    -nerf implosion
    -nerf DW enchants and traits
    -nerf steel tornado
    -nerf bleeds
    -nerf heals
    -nerf login rewards (my favourite, people complaining about handouts)


    What was it shortly before that?
    -nerf shields
    -nerf defile (what was that about nerf heals?)
    -nerf pvp tanks (but also nerf defile and bleeds)
    -nerf snares (funny that people now complain about snare immunity)
    -nerf gap closers

    When they are through with the current nerf train they will simply jump on what is then more powerful. And something will seem to be so, simply because if you knock down everything around something yet untouched will always be prefered.

    Honestly, this forum is now nothing but a *** show and a place for to cry about things that they don't use in pvp.

    I read posts asking for nerfs, but have never found one with just a post of "nerf ____". The people posting always have reasons and many times ideas for solutions. The problem isn't the people asking for buffs or nerfs, it's when ZOS borrows the nerf hammer from Thor. Or when ZOS wants to fix one issue like PvP permablock tanks by adding damage that ignores resistances that is inherently better against everyone. I have read some really great ideas on the forums that ZOS overnerfed/overbuffed. Doesn't mean the people who posted were wrong in their idea.

    I'm not saying that every nerf suggestion is biased or unreasonable. But experience showed that many nerfs gain support for selfish reasons or bc people lack knowledge or ability.
  • mojomood
    mojomood
    ✭✭✭
    SilverPaws wrote: »
    mojomood wrote: »
    SilverPaws wrote: »
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    That is true i never got snare immunity for the whole 8 sec, i got snared even 1v1 even when snare immunity from forward was still active.

    The speed pot nerf is really unnecessary, swift is the problem. If speed pots will get nerfed then my stam dk will get even more crippled in open world pvp, like stam dk isn't crippled enough already.

    In the last patch, MagSorc was the only magicka class that could keep up with stam OW. So you're stamDK still had the tools to be stronger than every mag class except sorcs. In the new patch, magPlars are getting better but every other mag class is getting some type of nerf (range, damage, healing) while every stam class is getting buffed. StamDK will still have the tools to be very good. Not warden good, but still very good.

    StamDK stronger than every mag classes ? You never played stam dk i guess haha. Stam dks don't have any special tools, we depend on weapon skill lines and are bottom tier of all stam classes.
    Forced into heavy and snb, mobility is essential to stam dks.

    I didn't say they were the best stam, just that the worst stam is better than all but one mag classes. I would call fossilize special. double cc. burn that mag toon's stam. Again, they aren't stamblades, stamdens or even stamplars. But the aren't magplars or magdens either.
  • Jaxaxo
    Jaxaxo
    ✭✭✭✭
    Crixus8000 wrote: »
    HankTwo wrote: »
    I hate to admit it, but I think the forward momentum nerf is a step in the right direction for balance. Now people wont be able to keep up 100% snare immunity all the time unless they invest a reasonable amount of resources and cast time for it.

    Even with fw up 100% I get snared all the time. Poisons ignore it and when outnumbered it seems to just not work...

    HankTwo wrote: »
    Additionally, its seems pretty obvious that they also want to nerf speed pots: 'We're still working on ensuring all sources of Major Expedition are being brought up to the new values, such as Major Expedition on potions.' I would be fine with a duration nerf to around 25 or 30 seconds.

    As a solo player I hate this though. Pvp has so much damage right now, the only way to survive against multiple people filled with proc sets is to use los. So I will be fine for half my pot, then become useless and die for the other half since I will be trying to walk around a corner.

    I would be fine with the fw nerf, they could fix the snare bugs to help though. But I hate the idea of nerfing speed pots.

    I'm just afraid, it's gonna be hard nerd, to 15,7 sec uptime (like other buffs on pots). I really miss times, when everybody could run shuffle and forward was mostly considered useless, troll skill. It's kinda sad that making overperforming things (swift) leads to strong nerfs to things that were ok...
    Forum War - pro AC side

    EU PC Azura Star/Sotha Sil/Bahlokdaan/Ravenwatch
    Triggered Tryhards / Aetherius Art / LND / DC-PD

    DC - Frostitute magden
    AD - Pees-under-Trees magden
    DC - Lemme Dark Deal stamsorc
    EP - Lemme Dark Déal stamsorc
    Youtube
  • mojomood
    mojomood
    ✭✭✭

    I'm not saying that every nerf suggestion is biased or unreasonable. But experience showed that many nerfs gain support for selfish reasons or bc people lack knowledge or ability.

    True
  • Maryal
    Maryal
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    mojomood wrote: »
    Mystikkal wrote: »
    Speed pot Nerf was needed.. people crutched too hard on being able to run away at ease.. top level Stam sorcs have it too easy.

    I'm actually impressed with the changes ZOS is making. Just need to fix the OP healing in the game (we have all played in games with too much healing and it's lame as f)

    in Summerset everyone was crying for defile nerfs, which are healing buffs. just saying.

    People will always cry for nerfs. That's what I learned from this forum. Once ZOS nerfed what's currently in the spotlight, the swarm of locusts will move over to the next thing they deem op. Look through the recent page these days and see:

    -nerf swift
    -nerf FM
    -nerf speed pots (but stand your ground isn't viable outside of really small numbers)
    -nerf speed cap
    -nerf cloak
    -nerf sorcs
    -nerf implosion
    -nerf DW enchants and traits
    -nerf steel tornado
    -nerf bleeds
    -nerf heals
    -nerf login rewards (my favourite, people complaining about handouts)


    What was it shortly before that?
    -nerf shields
    -nerf defile (what was that about nerf heals?)
    -nerf pvp tanks (but also nerf defile and bleeds)
    -nerf snares (funny that people now complain about snare immunity)
    -nerf gap closers

    When they are through with the current nerf train they will simply jump on what is then more powerful. And something will seem to be so, simply because if you knock down everything around something yet untouched will always be prefered.

    Honestly, this forum is now nothing but a *** show and a place for to cry about things that they don't use in pvp.

    THIS
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