brandoncoffmannub18_ESO wrote: »Can we make ghastly eye bowl a food instead of a drink or just un-nerf drinks; don't punish an item, punish the set using the item.
honey_badger82 wrote: »I am sure someone has already mentioned this but so far way too many posts here to read at the moment. If they drop the critical chance for CP passives... this is a horrible idea. 6% might not seem like a lot but when my 2hander DPS has fully golded out gear and 45% crit chance I now dip to just 39% which is horrid. There is no way to bring this characters crit chance up without changing gear and there is already so many elements that must be balanced. I have a few dps who sit at 42% so it will be worse for them. This on top of minor and major berserk being crushed will be a huge DPS loss for all of my builds.
This is truly a low blow from ZoS. I have not read one thread where players were like "you what we have too much of? crit chance, I think it should be nerfed"
When I read the changes I honestly thought and still do that I don't want to play this game anymore. Everything I have been working towards the last 2 years in the game is being destroyed. Every single one of my dps builds will feel this harshly and for absolutely no good reason. My dps stamdens losing major fracture, PoL getting nerfed last patch and then to add insult to injury nerfed again this patch! As if stamplars didn't have way to few class skills in their toolkit already.
This was so disheartening to read that even the new equipment reconstruction system is not enough to make up for the heavy blow these proposed changes will bring. I 100% know ZoS will bring these live no matter having a unanimous voice on the forums against it.
post thought... they are going to have to give slimecraw monster set something else because this patch will make it hands down the most useless monster set.
honey_badger82 wrote: »If they drop the critical chance for CP passives... this is a horrible idea. 6% might not seem like a lot but when my 2hander DPS has fully golded out gear and 45% crit chance I now dip to just 39% which is horrid.
I also find it wierd that the team wants to up the damage of people with bad buff management, but then they remove 6% passive crit and give 2% back on a buff.
Same goes for minor breach, which got more than doubled.
Meaning people without these buffs/debuff will lose damage(aka unorganized setups).
I also find it wierd that the team wants to up the damage of people with bad buff management, but then they remove 6% passive crit and give 2% back on a buff.
Same goes for minor breach, which got more than doubled.
Meaning people without these buffs/debuff will lose damage(aka unorganized setups).
Minor breach will be much easier to get, any tank will apply it just by taunting a mob. And major crit buffs are easy to get aswell, you don't need organised group just to use a potion
I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
Trust me plenty of players don't use these buffs/debuffs.
I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
Trust me plenty of players don't use these buffs/debuffs.
I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer
I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
Trust me plenty of players don't use these buffs/debuffs.
I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer
Interesting point. In most pug DLC runs I'm doing to farm gear that is suddenly good, I notice at the end of a fight, the Sorc atro is sitting there with the berserk synergy unused, for example. I don't know if it because the content is so easy it just isn't worth the effort, or they new players don't know about it.

brandoncoffmannub18_ESO wrote: »I'm talking about the bottom of the barrel new players, that make up a big portion of the player base.
Trust me plenty of players don't use these buffs/debuffs.
I know what you mean. What I wanted to say is, they want to make smaller gap between min/maxed group and pug groups, not smaller gap between group and individual players.
And buffs/debuffs what you've listed are, I dare to say, absolute basic in 4man/trial content. If you have a tank in your group you have minor/major breach (pen cap will be much easier to get, you don't even need to bother with alkosh). Major crit buffs are sourced by individual players, not by group and it doesn't matter if you use potions or slot guild skills to get them.
They nerfed buffs that are used by majority of min/maxed groups- berserk, vulnerability, slayer
Interesting point. In most pug DLC runs I'm doing to farm gear that is suddenly good, I notice at the end of a fight, the Sorc atro is sitting there with the berserk synergy unused, for example. I don't know if it because the content is so easy it just isn't worth the effort, or they new players don't know about it.
That always makes me cry, I run half way across a fight to synergize an atro, now it's barely worth it sadly... but also the other reason could be that synergies sometimes don't work period; I've spammed it like 30 times which on a controller isn't super easy, which by then the atro crumbles along with my hopes and dreams of major berserk.
ArtOfShred wrote: »Since Major/Minor buff & Empower handling has been changed I'd like to make a few suggestions related to that.
- Normalize Off-Balance: So it uses just one shared abilityId as well when applied. I'm not sure if this might also help performance, I doubt it, but it'd be consistent and probably helpful for the addon API to have it setup this way.
- Create New Icon Art for Major/Minor Slayer, Aegis, Courage, and Toughness: Currently these buffs are just using, basically random icons. The other major/minor debuffs have a sort of consistent style in their art and have a purplish backdrop. There's a few unused Major/Minor buff icons now with the changes so could even re-use some of those. Slayer would look really cool with some huge sword dude icon, Aegis as a shield, Courage could be made from a modified ability_healer_019, and Toughness could be like a carapace looking icon.
- Some possible thoughts on Empower: Due to this becoming a permanent buff, maybe tone down the boost to Light/Heavy Attack damage to 25% from 40% - but increase the duration. Something like the Empower from the Mages Guild skill line lasting 3 seconds could be changed to be like 5-6 sec if the boost to damage was reduced slightly. Also Empower could possibly be split into a Minor/Major Empower (10-15% / 20-30% Light + Heavy Attack damage) and have a much higher uptime from certain buffs that could be provided by a larger group in Trials.
- Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.
But it's going to have to happen @ZOS_GinaBrunoWe have not done a full pass on class abilities since the SBE system is generally meant to be designed for non-abilities; that said, we will keep a close eye on class functionality in PvE and PvP due to these changes.
Ah ***, here we go again. More indirect nerfs to Stamdks and not a single change.
Now that i think of it, 99% of the time stamdks have been looked at the class has gotten worse so maybe that's a good thing that ZoS doesn't even remembers what stamdks are.
ArtOfShred wrote: »- Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.
Skjaldbjorn wrote: »ArtOfShred wrote: »- Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.
Well, PVPers may save my favorite class. I actually hate the change from a PVE perspective, too. I think it makes an already clunky rotation much clunkier. It lines up like garbage with the terrible off-balance birds, too. I'd much rather see a stacking buff/debuff effect which increases the damage of future Subs. This allows the damage ramp to be dodged/avoided in PVP, but maintained in PVE. It'd be a pretty strictly PVE buff.
Skjaldbjorn wrote: »ArtOfShred wrote: »- Subterranean Assault changes are terrifying for PVP: Wardens are pretty strong already, esp in BG's, and even more so when coordinated. The 2nd cast from this will almost always be useful in PVP and gives you another free GCD to either cast another damaging attack or rebuff/heal/etc. Sub Assault already does ALOT of damage and its aoe. I think this might be pretty problematic if left as is.
Well, PVPers may save my favorite class. I actually hate the change from a PVE perspective, too. I think it makes an already clunky rotation much clunkier. It lines up like garbage with the terrible off-balance birds, too. I'd much rather see a stacking buff/debuff effect which increases the damage of future Subs. This allows the damage ramp to be dodged/avoided in PVP, but maintained in PVE. It'd be a pretty strictly PVE buff.
you think people don't hit their subs in PvP?
https://www.youtube.com/watch?v=-hSRbtsPE14