You missed the OPs entire point. As it stands, one class being "OP" is how trials are being done effectively. The point monkey is making is that instead of nerfing the class that is making trials possible, the classes that struggle in trials need to be buffed/fixed. People will enjoy the game a lot more if their class is fixed first instead of just making sure everyone is equally miserable.
kirnmalidus wrote: »monkeymystic wrote: »Frenzypanda wrote: »To be fair, I do agree with monkey that the nerf is overboard. If you nerf the banner to 25% it seemed fair. But ZOS shaving 15% off is over doing it. Magma armor is ok since tanks pop it for repositioning or letting healers have some breathing space. If the other classes feels that their classes are underpowered, they should call for buff instead of nerfing other classes.
Trials like Aetherian Archives are very dps intensive. This change might cause random groups to have a harder time killing the mage. Not whining, just my 2 cents. Deal is done anyway.
Finally someone who understands my concern related to Trials and these nerfs.
I was starting to believe nobody on these forums actually have finished a 12 man trial or done it with a proper raid.
Another point is how it will be possible to break the current best time with this huge nerf.
Considering a lot of us play nightblades and templars, you're right, a lot of people here probably haven't finished a trial yet because we aren't invited.
And the leaderboards reset weekly, right? So beating the top times won't be an issue very long.
monkeymystic wrote: »Templars are a MUST in Trials, without you cant get the same healing, dispels or backlash combo.
NerfEverything wrote: »monkeymystic wrote: »Templars are a MUST in Trials, without you cant get the same healing, dispels or backlash combo.
The top 5 trial times disagree with you. Top time had no Templars. Do you believe all the bs that you keep spouting, or are you intentionally trying to spread bad information to people?
frwinters_ESO wrote: »I say hooray to this balance. Its a good change.
frwinters_ESO wrote: »I say hooray to this balance. Its a good change.
Well, where can you read about these changes. I dont see anything about DK in the 1.1.3 patch review.
pecheckler wrote: »frwinters_ESO wrote: »I say hooray to this balance. Its a good change.
Well, where can you read about these changes. I dont see anything about DK in the 1.1.3 patch review.
http://forums.elderscrollsonline.com/discussion/105696/patch-notes-v1-1-3#latest
Dagoth_Rac wrote: »kirnmalidus wrote: »
Before 1.1.3:
- 1 Dragonknight needed to beat a boss meant for 12 players.
- 12 Templars needed to beat a boss meant for 1 player.
After 1.1.3:
- 2 Dragonknight needed to beat a boss meant for 12 players.
- 12 Templars needed to beat a boss meant for 2 players.
Not balanced by a long shot, but getting closer! :-)
monkeymystic wrote: »Dagoth_Rac wrote: »kirnmalidus wrote: »
Before 1.1.3:
- 1 Dragonknight needed to beat a boss meant for 12 players.
- 12 Templars needed to beat a boss meant for 1 player.
After 1.1.3:
- 2 Dragonknight needed to beat a boss meant for 12 players.
- 12 Templars needed to beat a boss meant for 2 players.
Not balanced by a long shot, but getting closer! :-)
Considering I've managed to solo several of the craglorn bosses on my vr 12 templar, I think this is a bit extreme way of putting it.
The DKs had to make proper builds for it, and so does everyone else like the VR 6 NB soloing crag bosses, or Sorceror soloing crag bosses with Crit Surge etc.
Start making a proper build and you will go a long way if you want to solo
Post a video and/or screenshots and people will appreaciate it, nowadays people want to see it.
Phantorang wrote: »I dont agree Stamina abilities should be just as powerful as magicka abilities, simply because the magicka abilities are class specific, the class abilities needs a certain edge.
The best would be if a synergy between sta and mag abilities made the most viable builds. But sadly only 5 abilities pr weapon limits the choices and mixes to much I think.
kirnmalidus wrote: »Phantorang wrote: »I dont agree Stamina abilities should be just as powerful as magicka abilities, simply because the magicka abilities are class specific, the class abilities needs a certain edge.
The best would be if a synergy between sta and mag abilities made the most viable builds. But sadly only 5 abilities pr weapon limits the choices and mixes to much I think.
But what if some decent class abilities were stamina based instead of magicka?
[Mind Blown]
Its hard to balance the classes both solo and in groups.
Templars are still good healers in groups, but last picked for dps runs and never as dps in trail runs.
Ragnar_Lodbrok wrote: »If you are a DK tank, we have been nerfed to uselessness for a second week in a row. You thouhgt it was bad getting a tank before? ZOS just single handedly destroyed tanking
frwinters_ESO wrote: »Ragnar_Lodbrok wrote: »If you are a DK tank, we have been nerfed to uselessness for a second week in a row. You thouhgt it was bad getting a tank before? ZOS just single handedly destroyed tanking
I hear NB tanks rock.
Phantorang wrote: »I dont agree Stamina abilities should be just as powerful as magicka abilities, simply because the magicka abilities are class specific, the class abilities needs a certain edge.
monkeymystic wrote: »All the DK DPS builds depends solely on keeping standard up for the damage increase, without it the DPS is weak in comparison.