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DoT's/HoT's will last longer, but they'll do less damage/heal overall, and the enemy won't take all the damage from ground/area ones anyway cuz no matter how well you keep the enemy dancing around w you, all of them will break out of the dance and move away long before it ends, as usual. Both single target and ground/area DoT's/HoT's will do similar total damage/heal but spread around a longer time, which is less damage/heal per sec.
Now apply the following example to anything comparable (in ground/area DoT), being it Stamina or Magicka (doesn't make difference in regards of the point made):
See why I prefer Arrow Barrage over Endless Hail (more damage in less time at a larger radius w or w/o Maelstrom): The enemy always move away from our pretty MMD before Arrow Barrage ends, which is 8 sec after a delay of 2 sec to fire. What an additional waste of time and resources will it be w Endless Hail that last 12 sec after the same 2 sec delay to fire, just to do less damage per sec (even w the scale of Maelstrom during the 1st 8 sec) and the enemy having it easier to leave cuz is a smaller circle. If the enemy's AI will tell it to stop dancing w me around the already small circle of Arrow Barrage and more elsewhere (after trampling me like stampede), it will still walk away from Endless Hail or any other ground/area AoE cuz it doesn't make any difference. That forces reapply of the same ground/area DoT elsewhere before the duration ended. Even if the enemy is having the time of its life by beating you up on the spot, it will move away whenever it needs to defend or just cuz it wanna do something else for variety (appreciate how artistic they wanna go when killing you).
Now think the same w any given ground/area DoT. While you are there, think about more than 1 ground/area DoT. Lets not forget as well from ground/area HoT's, cuz we gotta move where the enemy is at or away of reds, not to stay where is comfy for our safety. All this is particularly true for stamina DPS that must be at close range for most damage dealing and must receive their healing all the way there, plus the stamina consumption SHARED for skills, sprint, and dodge.
I do have an unwarranted permanent right hand injury, courtesy of the US govt. Every nerf doesn't make me any favors at all cuz it forces me into a more intense rotation to ensure damage is done... someday--maybe the enemy can schedule a damage-taking moment from me so I can finish x or y fight sometime. I have no problem w the weaving or w an entire rotation. I do have a problems w time wasted cuz damage isn't happening thanks to ZoS. That's what causes me stress: having to reapply at enemies that move a lot cuz attacks go on waste after the enemy is smart enough to say "I'm not taking this, lets stop this song, and lets move even more than this smarty-pants... and trample him at my way out"--same stamina waste, less results out of it, longer fights, more right arm fatigue.
So, "You spin me right 'round; baby right 'round; like a record, baby; right, 'round, 'round 'round" isn't exactly perfect (but does the job while it last, which is not long), and you don't have a guaranteed tank w you unless is an optimized group for Trials and maybe group arenas, maybe at vet DLC GD's as well.
About the nerfed base and free damage from LA's and HA's, guess who bites the dust: the lower half of players. What does the lower half of players have left when offensive resources fail to replenish timely: LA's and HA's.
Enough said.
https://forums.elderscrollsonline.com/en/discussion/611025/pts-patch-notes-v8-1-0
mid tier and noobs were not even using LA in a optimal way anyway, so any argument that "will affect everybody" is simply a insane
with all the changes top tier is hit with 15-20% nerf, and mid/low get way harder nerf in DPS in total.
it doesn't affect everyone the same :D
Are you new to ESO? Whatever changes revealed are SET IN STONE. Only a casual would believe any of these changes are "unknowable" lmao.
ESO practically killed itself. One of the worst and most useless changes to an already struggling combat system ever. Why the unnecessary nerfs to aoe damage and aoe heals? Like what will that accomplish? Will that magically make the game so much more fun? Or will it completely alienate long term players from the game? Will it prevent newbies from quitting the game at lvl 10-20? With the damage nerfs and slow combat, newbies will be lucky to tolerate past lvl 5.
Did they wake up one day and decide "hmm you know what, let's kill this game bois!" rofl. Mission accomplished.
The only people salty about this, are people scared that they will no longer be good enough for the content. No good players are going to quit because of this.
This is going to end in a clamoring for "EOS Classic", with fun, dynamic, impactful, fast and furious combat, careful theorycrafting, attention to builds, etc..
Somebody needs to take a nerf bat to the Devs.
People are salty about their dps going down, and overreacting.
Good players will still complete the content.
Skilled players are not concerned about the patch. People whos dps goes too low to complete the content, will just have to get better.