Well then your dps will increase because you always lost 1-2 seconds if you buff before the fight + Alchemist is one of the worst sets for pveClever Alchemist: This item set’s proc now requires that you are in
I cannot really like all the things get [snip] up just cauze someone in PvP gets it in his brain to change gear before he attacks...........
I use the set on a few of my chars in PVE, and now I cannot Buff up before starting the battle???? WTF!!!!
Elemental Storm: Reduced the damage of this ability and the Eye of the Storm morph by approximately 12%. The damage on the Elemental Rage morph remains unchanged.
All you needed to do is add a literal eye of the storm there - instead of a full circle make it a "donut" with a center radius of a couple meters where the skill is dealing no damage. That would give it counter play, would remove the ability to just spam a gap closer and would promote playing and using it smart, minding your position and all.
It also would make sense and seem logical
Kneighbors wrote: »
I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Hopefully you didn't forgot about snb and resto ults nerfs too.ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
That's also coming in the next patch.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
That's also coming in the next patch.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
That's also coming in the next patch.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
That's also coming in the next patch.
rhapsodious wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
That's also coming in the next patch.
Can we maybe get a sneak peek of the specific combat/balance related changes on Friday (or any time, really!), like you've done a couple of times in the past? It would be helpful to know a bit more about how you plan to approach the issues, e.g. instead of "changes to resto ult" something more targeted like "increased the cost from X to Y". Thanks!
ZOS_GinaBruno wrote: »rhapsodious wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »I don't see any issue with new siphoner, there is plenty of useful stuff on green tree, so not many will invest heavy there. I'm more worried with the rune prison change, that's pretty much an unavoidable Cc, on cooldown. Really strong.
For what it's worth, we're planning to increase the cost of Rune Prison in the next patch - we just didn't have time to get that change into this patch.
What ever happened to the CC removal on Crystal Frags? Not advocating one way or the other, but I would like to know if this is coming or not.
That's also coming in the next patch.
Can we maybe get a sneak peek of the specific combat/balance related changes on Friday (or any time, really!), like you've done a couple of times in the past? It would be helpful to know a bit more about how you plan to approach the issues, e.g. instead of "changes to resto ult" something more targeted like "increased the cost from X to Y". Thanks!
We can try, but not promising anything simply due to lack of time (lame answer, but it's the truth).
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
ditch Healing ritual completely! No one uses it. No one will use it even with the "buff" in this update. You lowered it's cast time once already. We told you then that no one will use it because it has a cast time, and we have BoL/HtD which serves the same function and is faster (though not quite instant... despite it having instant listed as it's cast time.) For three years we have been telling you that no one will use it due to the cast time. For three years you have tried to make it better. And still no one uses it.
The only way you will get people to use it, is by making it an instant spell. At which point no one will use BoL/HtD anymore and we will still have a useless spell in our skill line.
I have tried to explain this to you in the past - there is no point in having two things that basically offer the same thing but in slightly different ways. Invariably one of them is going to be better and everyone will use that one. If you buff the crappier skill to the point that it is the better one, then everyone will switch over to using it instead.
Merlin13KAGL wrote: »@usmcjdking, does that still proc Bloodspawn? Self damage was no longer supposed to proc those sets as of a few patches ago. (Balance from MG line, for instance)usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The Clever Alch summary looks like someone put no thought into it.
If the case was people changing gear after hitting alch, then why not just have alch put you in combat when you use a potion? Like, that's the obvious fix.
It was done to nerf gankers and that is a good thing
How does this combat gankers? Can just attack something, cloak, pot, engage. This isn't very detrimental to gank builds; it requires more set-up but gank builds have the tools to to set that up. Non-gank builds now have to actively engage the opponent, ranged builds might not have too much of an issue with this but not many ranged builds run alchemist. Melee builds now need to expose themselves to uneccessary risks to activate a 5pc that is activated by CONSUMABLES?
What sense does this even make? Just have the set put you in combat. You lose stealth bonus (due to inability to re-stealth), can't mount, can't swap gear, and are otherwise limited to the same factors as intended with the nerf.
The set is not strong enough to warrant the nerf it was just given.
I sense unbalance with this. Something along the lines of clever alchemist +shalk without being engaged in fight.
But then you're using Shalk's & Clever.
Yes please. Great health, spell damage, and ult gen out of combat? Count me in.
With sub 30k max magicka.
1 domihaus 1 infernal max magicka mundus
Using Clever out of combat would legit net you a grand total of 4 ultimate before you fall out of combat naturally. I don't see how that synergy is remotely unbalanced. Gimmicky? Sure. Unabalanced? Nah. You would net more ultimate wearing bloodspawn and using a ravage health potLonePirate wrote: »ZOS_GinaBruno wrote: »
Crafting Writs
- Fixed an issue where the journal entry for a high ranking Enchanting Writ would claim to require the non-existent Nokude rune, instead of a Jehade rune.
This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates. Seems as though some code for the new runes was released prematurely so it had to be backed out. Developers seldom tamper with working code unless they intend to change it by fixing a problem or enhancing it. This code had been working so there was nothing to fix - at least until some enhanced code mistakenly made its way into the wild.
@LonePirate , and with a bit of rearranging:Developer note:
- Developers intending to tamper with working code seldom fix a problem unless they change it or by enhancing it.
All bugs have been removed from the game. They are now referred to as 'enhancements.'
In all seriousness, no, most Devs don't fix what's not broken, but we've seen an awful lot of exceptions to that since before day one. Instead of fixing things the intuitive way (remove a set, remove its benefits - not rocket science), they patch things together with these bandaids and we end up with not-working-as-intended train wrecks cascading down the update line.
Joy_Division wrote: »Joy_Division wrote: »ZOS_GinaBruno wrote: »[*]Restoring Light
- Healing Ritual: Reduced the cast time of this ability and its morphs to 1.2 seconds from 1.5 seconds.
Developer Comments:Reducing the cast time of this ability will make it less susceptible to interrupts, and easier to land a potential life-saving heal on an ally. It now fits better with the fast-paced nature of combat.
- Cleansing Ritual: Increased the cost of this ability and its morphs by approximately 14%.
Developer Comments:This change encourages more strategic use of this ability’s powerful debuff removal. Recasting this ability to remove only a few debuffs at a time will be a less efficient use of the Templar’s resources.
This is what aggravates me about the whole PTS process.
A pointless buff to a skill hardly anyone uses and a nerf out of left field that has no rhyme or reason or consistency. How about you increase the cost of cloak, shields, bird spam, etc., to "encourage more strategic" use of these abilities? It's a gratuitous slap in the face to Templars.
And @Kilandros is right. That's a crazy change to siphoner. The whole point why ZoS redid the Champion System in Morrowind was so each and every star would have a counter. Now that is no longer the case as this ... this (trying to be real polite here) Champion System ... is now effecting stuff beyond what is was intended to and corrupting the base values of the game.
Gimmie a break. There are a million and 1 counters to cloak. Stop beating a dead horse with the increase cloak cost whining. How about give other classes a million and 1 counters to templars cleansing and healing skills? Try playing the only class where a dozen things can completely negate and render an entire skill useless. Trying playing a class where we have no instant heal or a class shield. Try playing the only class with the highest skill cap that requires one to line up burst with few defenses more so than any other class , if you going to increase cloak costs you better remove all the damn counters.
Just count your lucky stars that Zos doesn't completely start revamping your skills into something as asinine as dealing oblivion damage to Yourself. Or making you micromanage 5 la to get a projectile skill to work.
Sigh.
Calm down. Wasn't complaining about any skills, just used 3 random skills from other classes to show how preposterous the reasoning "encourage more strategic" use was.
I was complaining about random nerfs being tossed around willy nilly. By the way you are reacting, you wouldn't silently accept a sudden cost increase to a Nightblade skill either, so don't get hypocritical and yell at me.
O your absolutely right. I was pretty irritated when they increased the cost to strife, soul harvest, and reduced the effectiveness of siphoning strikes. Changed the sneak attack bonus. Or when they nerfed funnel health and lotus fan back in the day. Or completely changed agony to a *** oblivion heal so I have 1 less dot to proc skoria when dks and tmplars can proc it all day long with minimal effort. Sure I get it what your trying to express. But I also like how you slipped in cost increase to cloak as one of your "examples." mageblades don't need anymore nerfs.
ZOS_GinaBruno wrote: »
Dragonknight
- Draconic Power
- Reflective Scale: Increased the duration of this ability and it morphs to 6 seconds from 4 seconds.
Developer Comments:This new duration is consistent with similar abilities, such as Crystallized Shield or damage shields, and allows Dragonknights to maintain better uptime with less resources spent and global cooldowns used.
irstarkey57 wrote: »ZOS. The gap between mag sorc (meta forever now in PvE AND PvP) and Mag Dk is getting a little out of hand. End game raids aren't even allowing mag DK's because other melee (stam sorc, stam dk, and stam blade) toons can out dps them. To boot, the mag DK's one saving grace for sustain (lava lash) consumes the off balance proc making them even more unwelcome. They need an execute for god's sake. Sorcs have 2! Implosion and mages wrath. And then in PvP, our saving grace there (fossilize) gets its range nerfed and cost increased iirc? And who cares about a longer duration if you just CC break? Who has it in for magdk's? Said it last natch potes and I'll say it again...mag DK's need some love. Oh yea and mag DK's will never run asylum staves. Guess who will? Sorcs? Meaning they will also be the ones applying burning. Meaning no need for engulfing flames. RIIIIIIPPPPPPPPPPP!!!!!!!! Let me guess, next patch notes an unused mag sorc skill will be buffed to imitate unrelenting grip. Not good stuff man....not good stuff.
SaintSubwayy wrote: »Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
Developer Comments:
Spoilerhide
This solves the issue where some players would activate their potion with this item set, then completely switch their gear to a new item set while retaining the bonus. We want this item set to be used more strategically in the middle of combat, rather than it only being used to one-shot players from stealth
just fix the set and we^re good to go... not sure what bomblades are running these days but it might be a nerf due to a poorly coded set.
Gankiis_Khan wrote: »Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
This change is a direct slap in the face to what is already heavily nerfed ganking after the past few patches and since launch. Stamina Nightblades rely on burst from stealth be it ganking or not. The change to dmg from stealth, heavy attack damage, bow's not being able to be controlled, shadow mundus nerf along with sharpened, not mention procs and now this? I get ganking can be annoying but at this point there are perma blocking 30k hp tanks that dont die and wardens spam birds and have endless tree ults along with earthgore heavily over preforming in group play and all of that is ok? It's ok for 1 Magblade to wipe entire zergs but a stam nightblade isnt aloud to kill one person at a time? Alch is high risk high reward at the cost of a potion and a bigger cooldown than almost any set in the game. Magblades can still use burning spellweave and grothdar, tanks still have fury/seventh legion while healers have reactive but hey lets nerf alch because PC has addons allowing you to switch gear with one click, something console users dont have and now are being severely punished for. Nightblades are meant to be assassins yet are being pushed into a direction of forcefully sustaining fights out of stealth which after the siphoning attack change not giving mag back is harder to do than ever. The crit heal off leeching strikes is less than the normal tooltip and is a terrible supplement for NB already lack luster healing and dmg mitigation. Remember when cloak used to purge? It hasnt worked right since they changed that and is countered greatly by dots, aoes, detect pots and magelight/evilhunter. Nerfing mass hysteria to fear only 2 ppl but 2 traps can fear 12, If you want stam NB's to fight out of stealth then give them something worthwhile to do so with instead of stripping every other option away from them.
Gankiis_Khan wrote: »Clever Alchemist: This item set’s proc now requires that you are in combat for it to function.
This change is a direct slap in the face to what is already heavily nerfed ganking after the past few patches and since launch. Stamina Nightblades rely on burst from stealth be it ganking or not. The change to dmg from stealth, heavy attack damage, bow's not being able to be controlled, shadow mundus nerf along with sharpened, not mention procs and now this? I get ganking can be annoying but at this point there are perma blocking 30k hp tanks that dont die and wardens spam birds and have endless tree ults along with earthgore heavily over preforming in group play and all of that is ok? It's ok for 1 Magblade to wipe entire zergs but a stam nightblade isnt aloud to kill one person at a time? Alch is high risk high reward at the cost of a potion and a bigger cooldown than almost any set in the game. Magblades can still use burning spellweave and grothdar, tanks still have fury/seventh legion while healers have reactive but hey lets nerf alch because PC has addons allowing you to switch gear with one click, something console users dont have and now are being severely punished for. Nightblades are meant to be assassins yet are being pushed into a direction of forcefully sustaining fights out of stealth which after the siphoning attack change not giving mag back is harder to do than ever. The crit heal off leeching strikes is less than the normal tooltip and is a terrible supplement for NB already lack luster healing and dmg mitigation. Remember when cloak used to purge? It hasnt worked right since they changed that and is countered greatly by dots, aoes, detect pots and magelight/evilhunter. Nerfing mass hysteria to fear only 2 ppl but 2 traps can fear 12, If you want stam NB's to fight out of stealth then give them something worthwhile to do so with instead of stripping every other option away from them.