I agree. But why not limit it just to incap strike instead of nerfing the magblade version of it as well?Because when scaling with Mighty, it was doing way too much damage for being that cheap and getting a guaranteed CC effect, not to mention also increasing all damage done for a few seconds after the fact.
RoamingRiverElk wrote: »The 60 percent additional resource cost from poisons will kill what little is left of small scale. Sad. Because this was not necessary.
WhiteNoiseMaker wrote: »Guys, guys, guys...
Let's calm down. Remember that this is an INCREMENTAL PATCH. That means it consists of smaller changes that are updates-as-they-got-to-them. While I myself am somewhat disappointed that the mentioned move of Shield Expert from The Steed to Resilient's spot in The Lady did not make this patch, that doesn't mean I suddenly don't believe it's going to happen in a later update.
In regards to many people complaining that their proposed changes to existing mechanics weren't adopted, well... who knows if they might yet be considered? There's no reason to be as catty about an yet-unfinished testing process as people have been going on about. For my part though, I hope that many of the proposed changes to DK powers that people have put forth DON'T get adopted simply because 99% of them come of as vanity-proposals that don't actually address 'need' so much as 'want'. I suspect this holds true for many of the other class proposals as well.
As for the elephant in the room of what to do with Sorcerors, I'm pretty sure there's more planned to improve before the DLC goes live. But to be fair, since this is a Stamina DLC, I'm not sure just how much can be thematically squeezed in.
Anyhow, thank you ZOS for the baby-steps of improvement and goodwill signs that you are listening to us, even if not everything has been what people are demanding.
ZOS_GinaBruno wrote: »[*]Surge: This ability and its morphs will now critically heal based on your Weapon Critical or Spell Critical, whichever is higher. We also fixed an issue where the heal from this ability and its morphs was not being reduced by Battle Spirit.
That 1k heal per crit per second is going to be fantastic in PvP! If I take no damage, I'll have healed 6k by the time my ward wears off!
GREAT!!!
Someone willing to chat about how much hesling surge needs to do.
33s, 1-click backbar major buff then run whatever offense you want including dots...
So, i ask you, how much healing in its first 30 seconds of fight does healing need to produce to remaing a viable skill worth using?
For sake of argument, ignore any cp into healing given or recieved.
Assume 20k health.
So if your math 30k over the 30 seconds isnt enough, what is?
60k, 120k, 2 million?
When i look at the other "buff healing onto any attack i want" powers such as Reaper, Killer blade, force siphon etc and even when i look at Rally which provides major buff one click backbar with heal for similar duration... it gives me an idea where surge needs to be, but if you know 30k over 30s isnt balanced...what value would be?
I agree. But why not limit it just to incap strike instead of nerfing the magblade version of it as well?Because when scaling with Mighty, it was doing way too much damage for being that cheap and getting a guaranteed CC effect, not to mention also increasing all damage done for a few seconds after the fact.
Because the magblade version hits just as hard of not harder then Incap strikes.I agree. But why not limit it just to incap strike instead of nerfing the magblade version of it as well?Because when scaling with Mighty, it was doing way too much damage for being that cheap and getting a guaranteed CC effect, not to mention also increasing all damage done for a few seconds after the fact.
They said it's going to be fixed for Live, well, hopefully@ZOS_GinaBruno. On behalf of all templars, we are now worried about thaumaturge not correctly working on jabs/sweeps.
Is there still time left for this to be implemented and tested before live?
I get sadder and sadder each PTS update it isn't included in and am not looking forward for it for live. Worries me.
Because the magblade version hits just as hard of not harder then Incap strikes.I agree. But why not limit it just to incap strike instead of nerfing the magblade version of it as well?Because when scaling with Mighty, it was doing way too much damage for being that cheap and getting a guaranteed CC effect, not to mention also increasing all damage done for a few seconds after the fact.
While true you can stack weapon damage higher then spell on live right now it hits harder since it scales with CP.With the change you can argue its now hit harder but on average builds that want good sustain damage and pool you will be hitting just about the same amount before the reduced damage.Because the magblade version hits just as hard of not harder then Incap strikes.I agree. But why not limit it just to incap strike instead of nerfing the magblade version of it as well?Because when scaling with Mighty, it was doing way too much damage for being that cheap and getting a guaranteed CC effect, not to mention also increasing all damage done for a few seconds after the fact.
Not possible you can stack weapon damage higher than spell damage so incap will always hit harder.
GreenSoup2HoT wrote: »100% Glad to see tweaks like this. This is the kind of balance we need in this game. Anyone who harps at this change is ignorant to balance. The abilities were slightly over-tuned and these changes prove that. They are still very capable ability's and i for one will still be using them. Good work Dev's!Nightblade
Assassination
Death Stroke: Reduced the damage of this ability and its morphs by 4.5%
Teleport Strike: Reduced the damage of this ability and its morphs by 6.5%.Glad this has been fixed. So many speculations that VD was broken because of this UI bug. Next on the list is to fix VD so it does not proc on siege weapons.Vicious Death: Fixed an issue where this item set’s proc was appearing on the Death Recap of the player it triggered from.Stamina did not need a stamina shield. Glad to see high maximum health players got their shield back.Bone Shield: Reverted the changes to this ability and its morphs to scale their damage shield values with your Maximum Health instead of your Maximum Stamina.@ZOS_GinaBruno Can you give us an example of what abilities were pulling players out of cloak? Many abilities are doing this. Especially in circumstances with lag present, all abilities seem to pull you out of cloak. Thanks so much GinaShadow
Shadow Cloak: Fixed an issue where the invisibility from this ability and its morphs was unintentionally being broken from another ability.
GreenSoup2HoT wrote: »100% Glad to see tweaks like this. This is the kind of balance we need in this game. Anyone who harps at this change is ignorant to balance. The abilities were slightly over-tuned and these changes prove that. They are still very capable ability's and i for one will still be using them. Good work Dev's!Nightblade
Assassination
Death Stroke: Reduced the damage of this ability and its morphs by 4.5%
Teleport Strike: Reduced the damage of this ability and its morphs by 6.5%.Glad this has been fixed. So many speculations that VD was broken because of this UI bug. Next on the list is to fix VD so it does not proc on siege weapons.Vicious Death: Fixed an issue where this item set’s proc was appearing on the Death Recap of the player it triggered from.Stamina did not need a stamina shield. Glad to see high maximum health players got their shield back.Bone Shield: Reverted the changes to this ability and its morphs to scale their damage shield values with your Maximum Health instead of your Maximum Stamina.@ZOS_GinaBruno Can you give us an example of what abilities were pulling players out of cloak? Many abilities are doing this. Especially in circumstances with lag present, all abilities seem to pull you out of cloak. Thanks so much GinaShadow
Shadow Cloak: Fixed an issue where the invisibility from this ability and its morphs was unintentionally being broken from another ability.
GRYM.LOCKE wrote: »So After a Week of Debates and all the other feedback
1: No werewolf updates
2: No major Sorcerer updates 10 seconds....... wow..... be still my beating heart (Move back to 20 for PVE)
3: No new Vampire Skills...... Waste of 1500 Crowns
4: Bug fixes non existent again?
PLEASE FOR THE LOVE O GOD DO NOT RELEASE THIS AT THE END OF MAY YOU NEED TWO MORE MONTHS BEFORE THIS IS ANY WHERE NEAR READY
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
...
Alchemy
[*]Drain Magicka Poisons and Damage Magicka Poisons now increase the resource cost of Magicka abilities by 60%, up from 30%.
[*]Drain Stamina Poisons and Damage Stamina Poisons now increase the resource cost of Stamina abilities by 60%, up from 30%.
ZOS_GinaBruno wrote: »[*]Surge: This ability and its morphs will now critically heal based on your Weapon Critical or Spell Critical, whichever is higher. We also fixed an issue where the heal from this ability and its morphs was not being reduced by Battle Spirit.
That 1k heal per crit per second is going to be fantastic in PvP! If I take no damage, I'll have healed 6k by the time my ward wears off!
GREAT!!!
Someone willing to chat about how much hesling surge needs to do.
33s, 1-click backbar major buff then run whatever offense you want including dots...
So, i ask you, how much healing in its first 30 seconds of fight does healing need to produce to remaing a viable skill worth using?
For sake of argument, ignore any cp into healing given or recieved.
Assume 20k health.
So if your math 30k over the 30 seconds isnt enough, what is?
60k, 120k, 2 million?
When i look at the other "buff healing onto any attack i want" powers such as Reaper, Killer blade, force siphon etc and even when i look at Rally which provides major buff one click backbar with heal for similar duration... it gives me an idea where surge needs to be, but if you know 30k over 30s isnt balanced...what value would be?
It's has nothing to do with the healing over time. The burst heal was the reason to run Surge. Also could you stop posting this in every thread that mentions Surge. There is a reason no one is replying to your posts.
mzapkeneb18_ESO wrote: »There us no later update.
This is the last one since next week(one week before release) is just bug fixing like with every big update.
IcyDeadPeople wrote: »RoamingRiverElk wrote: »The 60 percent additional resource cost from poisons will kill what little is left of small scale. Sad. Because this was not necessary.
How will this kill small scale battles?
GreenSoup2HoT wrote: »You guys... common...Zos has a vision here and i think it's great. Poisons are an expensive system to boot. You also need to remember that when poisons with multiple effects are used, they become diluted but also if anyone else uses a different poison on you, it will further dilute the current status effects.
While true you can stack weapon damage higher then spell on live right now it hits harder since it scales with CP.With the change you can argue its now hit harder but on average builds that want good sustain damage and pool you will be hitting just about the same amount before the reduced damage.Because the magblade version hits just as hard of not harder then Incap strikes.I agree. But why not limit it just to incap strike instead of nerfing the magblade version of it as well?Because when scaling with Mighty, it was doing way too much damage for being that cheap and getting a guaranteed CC effect, not to mention also increasing all damage done for a few seconds after the fact.
Not possible you can stack weapon damage higher than spell damage so incap will always hit harder.
ZOS_GinaBruno wrote: »[*]Surge: This ability and its morphs will now critically heal based on your Weapon Critical or Spell Critical, whichever is higher. We also fixed an issue where the heal from this ability and its morphs was not being reduced by Battle Spirit.
That 1k heal per crit per second is going to be fantastic in PvP! If I take no damage, I'll have healed 6k by the time my ward wears off!
GREAT!!!
Someone willing to chat about how much hesling surge needs to do.
33s, 1-click backbar major buff then run whatever offense you want including dots...
So, i ask you, how much healing in its first 30 seconds of fight does healing need to produce to remaing a viable skill worth using?
For sake of argument, ignore any cp into healing given or recieved.
Assume 20k health.
So if your math 30k over the 30 seconds isnt enough, what is?
60k, 120k, 2 million?
When i look at the other "buff healing onto any attack i want" powers such as Reaper, Killer blade, force siphon etc and even when i look at Rally which provides major buff one click backbar with heal for similar duration... it gives me an idea where surge needs to be, but if you know 30k over 30s isnt balanced...what value would be?
Unbelievable. You are still spewing your nonsense about how it being a 33s buff is an advantage?!?!?!?!
The other heal-on-attacks in this game are infinite buffs. The fact that you even to have cast--and then later recast--this buff is already a downside. Then couple it with the lackluster healing. And in exchange for these two serious limitations, what do we get in return? Oh, right, we can heal off of any damage ability. Whoop-dee-do. Bloodthirst, Sweeps, and Strife are core DPS abilities--not exactly an advantage to expand it to an even greater toolkit.
But what infuriates me about your post isn't that you keep repeating the same nonsense (also, the bit about nobody willing to provide a number--I did: the same heals that sorcs had before this nerf). It's that you keep doing so despite people rebutting you and you ignoring those rebuttals.