Sun Shield
Blazing Shield (morph): Fixed an issue where this ability’s explosion visuals would multiply in intensity with the number of enemies hit, causing your screen to experience level 7 earthquakes and your eyes to be blinded with the brilliance of Meridia. The explosions will now always appear as well, regardless if you dealt damage.
Dusk_Coven wrote: »And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Skjaldbjorn wrote: »Dusk_Coven wrote: »And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
@Dusk_Coven Actually, i'd say LA weaving is probably one of the most intuitive aspects of ESO's combat when the servers aren't dying. Having come from a litany of games, including 15+ years in MMOs like WoW and EQ that had no animation cancelling, I had to sit in front of a dummy for days to figure out how the combat worked. Now, I love it. Properly LA weaving feels really good and is extremely rewarding.
Skjaldbjorn wrote: »Dusk_Coven wrote: »And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
@Dusk_Coven Actually, i'd say LA weaving is probably one of the most intuitive aspects of ESO's combat when the servers aren't dying. Having come from a litany of games, including 15+ years in MMOs like WoW and EQ that had no animation cancelling, I had to sit in front of a dummy for days to figure out how the combat worked. Now, I love it. Properly LA weaving feels really good and is extremely rewarding.
Necromancer /
Frozen Colossus:
-Removed this Ultimate and the morph's Major Vulnerability invulnerability.
-Increased the duration of Major Vulnerability applied from these to 12 seconds per hit, up from 8. This will increase the total duration to 15 seconds per cast.
Necromancer /
Frozen Colossus:
-Removed this Ultimate and the morph's Major Vulnerability invulnerability.
-Increased the duration of Major Vulnerability applied from these to 12 seconds per hit, up from 8. This will increase the total duration to 15 seconds per cast.
So.. Necro meta again ? Or Am I missing something ?
Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Dusk_Coven wrote: »"Reduced the damage from all ranged Light and Medium Attacks by 10% to ensure they meet ranged damage standards. Heavy Attacks already meet these standards."
Light Attack Weaving was an unintended mechanic that was allowed -- and the numbers from Light Attack Weaving got to out of control levels.
Instead of trimming it or trying to tweak it now and again, and making all sorts of changes elsewhere constantly to bring numbers down to your "damage standards", how about just starting by removing Light Attack Weaving altogether? Recognize that it should have never been allowed.
And players who don't use the unintentional unintuitive exploiting-your-programming of animation cancelling in light attack weaving get penalized by this change.
Atherakhia wrote: »Necromancer /
Frozen Colossus:
-Removed this Ultimate and the morph's Major Vulnerability invulnerability.
-Increased the duration of Major Vulnerability applied from these to 12 seconds per hit, up from 8. This will increase the total duration to 15 seconds per cast.
So.. Necro meta again ? Or Am I missing something ?
Hard to tell. Major Vulnerability was nerfed heavily so the question now becomes is it worth stacking Necros, who themselves aren't top tier DPS, just to boost the group's DPS by 10% for 15 seconds per Necro? On the flip side, if Stam comes back in style, Stam Necros are top tier damage so an all Necro stam raid is in the cards.
But for Mag Necros, this is bad news and one of many nerfs the class has gotten and couldn't afford any of them.
We're now 8 months into Stalking Blast Bones being worthless, which is the primary burst skill available to Mag Necromancers. We saw Harmony nerfed last patch, the only other means of burst available to the class, with nothing done to improve Mag Necromancers. Now we're seeing Minor Maim, Major Vuln and Major Protection, 2 rather important skills for PvP for Mag Necros, also nerfed. All for a class that is undeniably the worst Mag in the game by a considerable margin. And still no word from ZOS with even a hint as to the direction they're trying to take the class or how much longer Mag Necromancers will need to put up with mediocrity.
Necromancer /
Frozen Colossus:
-Removed this Ultimate and the morph's Major Vulnerability invulnerability.
-Increased the duration of Major Vulnerability applied from these to 12 seconds per hit, up from 8. This will increase the total duration to 15 seconds per cast.
So.. Necro meta again ? Or Am I missing something ?