@ZOS_GinaBruno
Not specifically a combat or gameplay question but i would like to ask, just how you did on your post here, if you would be able to post the reasoning the devs have behind each skill and class change that happens.
I do realise that this can be a major hustle because of the size of the patch notes ww usually have but i believe it would increase the playerbase's clarity quite a bit and make us understand your thought process as well which will lead to better feedback and an overall improvement to the game.
Id rather not mention any other games but nonetheless on League of Legends with over 120 characters to choose to play as every single balance change has a paragraph explaining the change and the thought process behind it taking into account profesionals and casuals alike
ZOS_GinaBruno wrote: »Thanks for your questions so far, everyone. We understand some of you are frustrated over some of the changes, but please do your best to stay constructive. In the end, this will help us better address your concerns on Friday.
Just to clarify one point, we did not make the change to Breath of Life by watching streams - these streams were after the fact as @lordrichter suggested on page 1. The feedback we've seen from livestreams (in addition to some forum posts and other avenues) show that Templars running through the new Trial and testing the ability change with their build are still able to successfully heal and have a positive impact on their group.
ZOS_GinaBruno wrote: »[*] Siphoning Attacks: We plan on increasing the resources provided by this ability in the next incremental patch.
ZOS_GinaBruno wrote: »Templars appear to still be very useful using this ability in conjunction with others. This includes using Focused Healing which now grants you the Major Mending buff, or Healing Ritual which has a decreased cast time.
Tanis-Stormbinder wrote: »Would like to see the Balanced Warrior passive increase spell damage.
ZOS_GinaBruno wrote: »Thanks for your questions so far, everyone. We understand some of you are frustrated over some of the changes, but please do your best to stay constructive. In the end, this will help us better address your concerns on Friday.
Just to clarify one point, we did not make the change to Breath of Life by watching streams - these streams were after the fact as @lordrichter suggested on page 1. The feedback we've seen from livestreams (in addition to some forum posts and other avenues) show that Templars running through the new Trial and testing the ability change with their build are still able to successfully heal and have a positive impact on their group.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
tinythinker wrote: »Hello, any one or two of these questions will do:
- Any further changes planned for Eclipse/Total Dark? Any chance of a penalty for players breaking free from it since they get CC immunity and we can't recast right away? Maybe a burst of significant damage, a stun, or something else to make it risky to pop the bubble? Would also add some challenge to the NPCs who use the ability.
- Any further changes planned for Healing Ritual to make it stand out and to balance the self-snare during the cast? The size of the heal is supposed to be the payoff but many players find it impractical in situations where being able to run/dodge at any given second is a must. Maybe adding something like an Evasion Buff for two seconds and/or gaining Expedition after? Perhaps changing the way it heals or even having it buff the group somehow?
- Any chance to add a stun, disorient, knockdown, or something along those lines to the Sunshield explosion?
- Any chance to adding "enemies whose melee attacks are blocked receive Minor Maim" to the Spear Wall passive? This would help with Templars fighting inside their Rune circle. (And speaking of that Rune circle, could standing in it add a second or two to CC immunity?)
Thank you very much for your time.