Sheezabeast wrote: »Sheezabeast wrote: »I feel like Templar healers became less important in group play when they changed Repentance
Would you be happier if healers had more utility that could have? Maybe something that offers a chance not everyone has but could have if they put effort or you in that direction say for example with champion tree?
The idea of a support branch of CP is interesting, like maybe increase resources returned to the group by X %, it would beef up orbs and shards and elemental drain, for example. ZOS would never do this though.
Camb0Sl1ce wrote: »Morrowind sustain nerf was the worst past nerf in my opinion, also really disliked the offbalance cool down changes. As for the future i dont know, if its fun or enjoyable itll get the hammer.
cloak not purging...
years later that one still bugs me...
Curtdogg47 wrote: »Snipe! Then people would have to find something new to complain about on the forums!
f047ys3v3n wrote: »Without question it was the Morrwind sustain nerf(s). These were so bad they caused the folding on more than half of raid guilds. Combat has never been even close to as fun since for anybody and it had a massive effect of floor lowering in dps with actually a small raise to the ceiling. What sustain changes were necessary and positive for PVP could have easily been done through battle leveling without wrecking endgame PVE. This nerf was also surprising because, for the year before it, most of the updates had been good and some of us thought maybe the combat team had gained a modicum of competence. The year and a half since Morrowind has had all net negative changes and demonstrated without a doubt that they do not.
Second behind the sustain nerf is probably the 40% shield cap. Shields now fall into that category of abilities you pretty much have to use do to lack of alternatives and other factors in game design, but you know are nevertheless a terrible deal. The reason given for the change was to make healers feel important but every healer I know hates the change and I do not run any content with healers now that I did not run with healers before. In fact, I deliberately run more content without healers than before because I think all Wrobel ever looks at when he makes a half whit decision is his internal metrics and I want to make it clear how bad he failed. Shields were never a substitute for heals. They were always a thing you hit before bit unavoidable mechanics or after you took a big hit to give a healer time to top you off. Healers are left out of much 4 man content becuase:
1) Dps checks on much DLC hard mode content are very had for most experianced players to reach.
2) Most damage is one shots anyway.
3) Few heal checks exist.
4) Even on content where dps checks are not severe most mechanics are timing rather than health percentage based and so are exponentially easier as dps increases. A lot of content has say a very high (say 2M) health add spawn every 60 seconds. A so-so dps group (20k each) takes 50 seconds to do this leaving only 10 seconds to dps boss. A high dps group (45k each) does it in 22 seconds leaving 38 seconds on the boss and therefore completing the fight in 3.8 times faster though doing just over twice the dps. See, exponentially easier though bad game design. This is even more the case when entire mechanics are skipped which they are in almost every fight with high dps. Bad, bad, bad game design.
Also, healers don't really do much healing post Morrowind since group sustain is job #1 and it takes up most of their casts. I might also add that the shield nerf came at a time when mag already pretty much getting wrecked in PVP and the nerf reduced their primary defense by 1/2 to 2/3rds making them utterly worthless.
You said future. I expect the worst future nerf will be the removal of racial passives altogether next patch. This will probably just amount to a 10% resource nerf, 9-15% resource sustain nerf, and 4-5% damage nerf. Racial passives are wildly unbalanced and have been a big problem since the removal of softcaps in 1.6 but I expect the "fix" to this will come with a massive nerf to everybody running a BIS race.
ESO_Nightingale wrote: »What is worst change you could think of that could happen or has happened?
Warden has really copped some ***. SCR used to line up well in our burst but now it doesnt. People hate that shalks had its stun removed (i personally think the breach is good) swarm got a cost increase for no reason, Falcon's Swiftness was busted up three times! when we just wanted a duration increase now we have to slot it on our limited frontbar space, cast it every 4 seconds if we want to move and deceptive is now useless trash. You honestly need to stop nerfing crap when you have no idea what you're doing. Bear had its teeth removed and is now a gummy bear but its STILL THE BEST CLASS ULTIMATE meaning it was a failed nerf. However, what do i think was the worst nerf? arctic blast was EXECUTED for a slow, non damaging, blockable, dodgeable, barely healing, expensive class stun that only health builds can use. NOT MAGDEN. It used to be a frost tank tool it did good damage and was amazing at proccing chilled. Frost tanks loved this skill and now its gone. Now im convinced that Zos has an agenda against ALL frost and we must fight back!
"Frost is intended to be a tanking element" SAYS THE PEOPLE WHO DON'T KNOW HOW TO PLAY THE GAME!?
Listen to the Frost Community ZOS. We know how to fix magdens dps, frost tanking AND frost dps. You only need to accept suggestions.
What is worst change you could think of that could happen or has happened?
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus