So you are completely buffing OP templars even more and nerf DK's (weakest class scalebreaker) for what reason?
I don't even wanna talk about Nightblade nerfs. Who is behind all of these changes? Do they PvP at all or where do they get their feedback even?
So you are completely buffing OP templars even more and nerf DK's (weakest class scalebreaker) for what reason?
I don't even wanna talk about Nightblade nerfs. Who is behind all of these changes? Do they PvP at all or where do they get their feedback even?
I am talking about STAMDK.
either way it doesn't matter who is weakest at this point be it NB or DK
templars were OP and now they will be even more OP. Why do you give them snare now instead of immobolize? Why guaranteed crits on OP damage skills?
Where does this templar bias come from?
So you are completely buffing OP templars even more and nerf DK's (weakest class scalebreaker) for what reason?
I don't even wanna talk about Nightblade nerfs. Who is behind all of these changes? Do they PvP at all or where do they get their feedback even?
Purifying light critical strikes hitting for 15k in pvp isn't a god tier buff?LOL, saying Templars got buffed? Seriously? The huge nerf to DoTs does far more to hurt Templars, since they could so easily integrate them into a powerful build. Those DOT builds are now completely gutted. And as the other poster pointed out, that hurts Backlash because DoTs could accumulate so much damage.
I am talking about STAMDK.
either way it doesn't matter who is weakest at this point be it NB or DK
templars were OP and now they will be even more OP. Why do you give them snare now instead of immobolize? Why guaranteed crits on OP damage skills?
Where does this templar bias come from?
Purifying light critical strikes hitting for 15k in pvp isn't a god tier buff?LOL, saying Templars got buffed? Seriously? The huge nerf to DoTs does far more to hurt Templars, since they could so easily integrate them into a powerful build. Those DOT builds are now completely gutted. And as the other poster pointed out, that hurts Backlash because DoTs could accumulate so much damage.
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BaiterOfZergs wrote: »I am talking about STAMDK.
either way it doesn't matter who is weakest at this point be it NB or DK
templars were OP and now they will be even more OP. Why do you give them snare now instead of immobolize? Why guaranteed crits on OP damage skills?
Where does this templar bias come from?
I see you don’t know how eclipse works on live by your comment. A lot of Templar’s dropped potl because of its clunkiness and it’s not even necessary for kills. They actually nerfed damage from bane and ritual. Indirectly/directly nerfed Templar’s with the dot change and cp change.
Only buff is with javelin, the snare on sweeps is simply redundant.
Edit I refuse to believe you read these patch notes and thought to yourself “buffed” when there’s multiple nerfs here.
Aedric Spear
Piercing Javelin:
Reduced the range from this ability and its morphs to 22 meters, down from 28, to ensure they follow the function of other abilities such as Scatter Shot or Fiery Grip.
These abilities will now ignore the target’s Physical or Spell Resistance to ensure they have a unique auxiliary effect.
Puncturing Strikes:
This ability and its morphs will now snare the nearest enemy hit by 40% every time it deals damage, rather than snaring the nearest enemy hit by 70% on the final hit.
This ability and its morphs will now properly be considered Direct Damage attacks rather than a hybrid of Direct Damage and Damage over Time. Note that some item sets may still erroneously trigger from the attack, and will be fixed in a future update.
Updated the visual effects of this ability to better sync up with its attacks.
Spear Shards:
This ability and its morphs now last 10 seconds, up from 8.
Increased the base cost to 4950, up from 3024.
Reduced the damage per tick of the Damage over Time portion of this ability and the Luminous Shards morph by approximately 53%
Blazing spear (morph): Increased the initial hit damage of this ability by 10%, but decreased the damage over time by approximately 59% per tick.
Dawn’s Wrath
Backlash: This ability and its morphs’ final explosion can now Critically Strike. Boom baby.
Purifying Light (morph): The Heal over Time from this ability will now, as the tooltip insinuates, always apply after the effect ends via any means such as being purged, being recast, or ending naturally. The light cannot be stopped, and shall purify all! This also means that Purifying Light will count for 1 less negative effect from purging.
Eclipse: Fixed an issue where reapplying this ability or the Unstable Core morph to a target before the original expired could cause issues with the cooldown of the effects.
Living Dark (morph):
This morph now only snares targets for 60%, rather than immobilizing them.
Reduced the healing by approximately 10%.
Unstable Core (morph):
Reduced the initial and secondary damage dealt of this ability by approximately 44%, and the final hit by 25%.
These attacks now happen in a 5 meter radius around the target, as the visuals insinuate.
Solar Flare:
Solar Barrage:
Increased the duration of this morph to 8 seconds, up from 6.
Decreased the damage per tick by approximately 30%.
Sun Fire:
Fixed an issue where the Major Prophecy from this ability and its morphs would only occur if you dealt damage, rather than upon activation, as the tooltip states.
Increased the base duration of this ability and its morphs to 10 seconds, up from 8.
Increased the base cost to 2970, up from 2376.
Decreased the Damage over Time of these abilities by approximately 60% per tick.
Restoring Light
Cleansing Ritual:
Ritual of Retribution (morph): Reduced the damage per tick of this morph by approximately 33%.
Restoring Focus: Fixed an issue where this ability was unable to be cast while silenced.
Rite of Passage: Fixed an issue where this ability could cause health desyncs when used while taking heavy damage.
SilverPaws wrote: »Zenimax said that they want to give stamdk's some "class identity" and they nerf our dots which weren't op in first place and increase they're cost on top... So where is this stamdk identity ???
Oh it's about PvP again.
You should know that the lead combat dev (responsible for 'balancing') is the lead PvP designer. So yes, I guess he does PvP.
SidraWillowsky wrote: »So you are completely buffing OP templars even more and nerf DK's (weakest class scalebreaker) for what reason?
I don't even wanna talk about Nightblade nerfs. Who is behind all of these changes? Do they PvP at all or where do they get their feedback even?
I think that Magblades win for weakest SB class. Even worse now. And my stamblade... lolcry
SilverPaws wrote: »Zenimax said that they want to give stamdk's some "class identity" and they nerf our dots which weren't op in first place and increase they're cost on top... So where is this stamdk identity ???
So you are completely buffing OP templars even more and nerf DK's (weakest class scalebreaker) for what reason?
I don't even wanna talk about Nightblade nerfs. Who is behind all of these changes? Do they PvP at all or where do they get their feedback even?
InvictusApollo wrote: »
Templars are being nerfed in PvP:
> Javelin has lesser range. It's a utility skill so it doesn't matter that much that it ignores amor resistance.
> 10% less heal from Living Dark.
> No root from Living Dark.
> Less overal heal over time since Structured Entropy is losing it's viability.
The only real buff is critical chance on Purifying Light. Other stuff are bugfixes.