Tasear's Tree House: patch

Former Class Rep and Community Ambassador

Showing posts with label patch. Show all posts
Showing posts with label patch. Show all posts

Friday, January 31, 2020

Update 5.3: Harrowstorm Healer Patch Notes

January 31, 2020 0
Update 5.3: Harrowstorm Healer Patch Notes


Pssh, I am alive or am I? This next update finally takes chisel instead of hammer, and lets us sigh in relief well unless you love group battlegrounds. Moving on, here's are my notes. Feel free to comment below.

Sets


Hiti’s Hearth – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 129 Magicka Recovery
4 – Adds 1096 Maximum Magicka
5 – When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.

Curse Eater:
Fixed an issue where this set would fail to proc off Ultimates or Mend Wounds.
This set now has an 8 second cooldown per target, rather than overall.
Increased the Magicka Restore to 678, up from 600.
Fixed an issue where this set shared a cooldown with Stendarr’s Embrace.

Infernal Guardian:
This set now procs when you apply a damage shield ability on yourself or an ally.
Updated the tooltip to better reflect the proc conditions for this set, and fixed numerous issues where it would not obey its listed and intended proc conditions.

Draugr’s Rest: Fixed an issue where this set wasn’t triggering off its stated requirements.

Notes:


The new addition of set for healers this patch is nice. First of all it actually has something to do with healing, but most importantly adds a new group support aspect into the mist. Not sure, where anyone would use it in particular outside of pvp, but overall a solid set to save.

The fix on curse eater makes me cringe.... cause I know more then once... I tried using both sets at same time O.O. At last now, the set is nice where you need extra support with purges, and such. Also There's a fix to draugr rest that makes me wonder if I can do something with overload with it.

Last thing, while not a healer set per say, Infernal Guardian will now work a better in healer style gameplay. This is because self procing shields like on dk and sorc will blend better with this set and conjuction with other more healer shield style sets.


Classes


Necromancer

Skeletal Mage and Spirit Mender and their morphs’ corpses will now last 10 seconds, rather than 5 seconds.
Improved the targeting areas from all tether abilities, and will now link to the corpse closest to your reticle from a much larger radius.


Bone Totem:
Agony Totem: Fixed an issue where visual effects for the synergy of Pure Agony’s cooldown indicator would appear to allies who were still on cooldown. The beam of necromantic light will now only show itself when you can activate the synergy.

Dragon Knight

Stonefist: The base ability no longer has the Stagger mechanic, but instead the final charge will stun the enemy hit upon dealing damage.



Nightblade

Consuming Darkness: Fixed an issue where the synergy granted from this ability and its morphs could only be activated when at a certain health threshold, which was not previously communicated. It can now be activated any time when you meet the listed requirements and are not on cooldown

Sorcerer

Overload: Fixed an issue where toggling this ability would dismount you, and updated many sets to properly key off Overload and its morphs where they stated they required Heavy Attacks.

Templar

Sacred Ground: This passive no longer snares enemies in the area. Instead, it increases your Block Mitigation by an additional 10% while standing in one of the mentioned abilities.

Warden

Glacial Presence: This passive now also increases your Critical Damage against enemies, and Critical Healing against allies who have been recently afflicted with the Chilled status effect

Notes:


Not much to say here, overall there's a lot of bug fixes or let's called them makes prefect sense fixes. Templar gets a slight nerf in now that it doesn't have it's aoe snare. This is turns strongly highlights nightblades better in speed buffs and debuffs which overall seems fair, as templar can do a little of everything but not the best of any of buffs.  Lastly wardens... the OP healing class got a buff.

No class really heals like a warden from it's raw healing, to it's support buffs within it's class system. While already having a strong theme of nature, it now gets a buff to critical healing from chilled enemies. This will help tanks and dps more... but nevertheless a slight buff in theme or experience in class healing.

Other

Panacea
Life Giver (morph): Fixed an issue where casting this ability would fail to trigger events that required “when applying a damage shield” since the ability automatically casts a shield.


Off Balance will now properly update its size against the varying Target Dummies.
Updated Off Balance to behave more consistently across content in the game.
Off Balance now lasts 7 seconds from player sourced abilities and sets.
Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
Off Balance is no longer consumed on targets from Heavy Attacks or abilities.
Note these rules may be irrelevant in some areas, such as tutorials, where the core focus is teaching the behavior of what Off Balance does

Notes:


Sometimes I wonder if you are they are taking data from my failed attempts and some things... So apparently Panacea wasn't working with Blackrose resto, but it will next patch!

Now, off balance changes are a really good things for healers, especially in trials.  Off balance is no longer consumes heavy attacks  or abilities. This is important, because before it would on mob or trash. In addition now off balance lasts 7 secs with a 15 sec cooldown afterwards. So while off balanced can't be applied as often (only 2 secs longer) it will be more consistent in the fact that everyone can use it..

This will mean only need 1 person in applying off balance and doesn't necessarily have to be tank or healer. This is because in last year off balance has become a common effect on skills for many classes. 



Overall:

I really like that I don't have to stress over the patch for once....  My Healers can use this chance for finally catch up with all changes. I am thinking that next few months would really like to highlight nightblade and dragonknight. I sincerely think they are a good spot right now. Both Classes have very unique buffs with dk having 2 damage buffs is you really wanted, and nightblade having damage buff and debuff. At last, if there's any things that need polish maybe I can find out.

I like to complain necromancer is so very close... but needs polish.  In regards to Sorcerer... I certainly wonder why I play this class over every other class as it still doesn't have anything comparable to robust support abilities like other classes.

2- 10 - Fixed added for draugr's rest 

Monday, July 29, 2019

P.TS Patch 5.13

July 29, 2019 0
P.TS Patch 5.13

Review on Changes

Worry still in air for healers, but this patch they showed recognization towards our fear of echoing vigor group effect on players. Sorcs still live in limbo for healing but seems like they are thinking out things for bigger picture before final verdict.

Really happy that mutagen issue was pointed out. Healing ward status is yolo in my mind, but I think it will be fun once numbers work out. Really looking forward to all changes to make necromancer tank more effective and fun. 

Overall seems like they are really open to changes this patch and fixing blunders. I feel like testing might actually matter each week. Also communication of knowing our concerns and let us know looking how to adjust for it makes me feel less traumatized each patch notes. 


Tl:DR Combat Changes

Dragonknight

Ardent Flame
Lava Whip: Reverted the cost of this ability and its morphs to 2295 from 2700, which is their intended cost. Sorry for the confusion!

Nightblade

Shadow
Summon Shade:
Shadow Image (morph): Your Shadow Image has gotten over its misguided protective nature, and will now once again allow you to teleport to it when it is on a destructible piece of terrain such as keep walls, bridges, or resource towers. It also would like to apologize for the previous frustrations in your relationship, and wants you to know that it still loves you.

Sorcerer

Storm Calling
Bolt Escape
Streak: Fixed an issue with this ability where the stun was being blocked if the damage was blocked. The damage and the stun are both now, as advertised, unblockable.
Surge

Power Surge: This ability now triggers off any Critical Strike, instead of only Critical Damage and continues to grant Major Sorcery. The tooltip also mentions its work in progress functionality, which currently is disabled. Please see the known issue section for further details.
Critical Surge: Increased the healing granted from this morph by 10%.

Necromancer

Bone Tyrant
Bone Totem: Increased the duration of this ability and its morphs by 1 second to help improve its animation of the totem crumbling, along with adding a new function. These abilities will now pulse a fear once every 2 seconds after the initial 2 second delay, rather than only once.

Weapon

Dual Wield
Hidden Blade:
This ability and the Shrouded Daggers morph no longer mark the target, and now grant their Major Brutality instantly.
Decreased the duration of Brutality to 20 seconds from 30 seconds.

Flying Blade (morph):
Improved the responsiveness of targeting for this ability’s teleport attack when attempting to use it on an enemy within a group of targets. Tab targeting a marked target will now prioritize them, even if another target enters your field of view.
Increased the duration of the Major Brutality from the teleport activation to 40 seconds from 30 seconds.

Restoration Staff
Steadfast Ward
Healing Ward:
Reduced the healing value from this ability to 33% of the shield’s remaining strength, down from 100%.
This heal can now once again Critically Strike, since the shield itself cannot crit. Thank you all for helping gather data and providing feedback between our multiple iterations!

Armor
Light Armor
Annulment
Harness Magicka: Increased the bonus modifier per piece of Light Armor worn for the Magicka return to 33% at Rank IV from 6%. Note this increase remains to be based on 5% of the ability’s cost, so each piece of Light Armor will increase the return from 5% to 6.65%.

Medium Armor
Evasion
Elude:
Reduced the duration of the Major Expedition granted from this ability by 2 seconds so it will now last between 5 to 7 seconds, rather than 7 to 9 seconds.
The Major Expedition from this ability will now better respect its proc condition on what is considered a “Direct Area of Effect attack”. Note that many item sets that are thematically AoE DoTs may still trigger this effect, due to residual error data, and will be cleaned up in a future update when we shift our focus to auditing item sets.

World
Soul Magic
Soul Trap
Soul Splitting Trap (morph):
This morph is now a “kiss-curse” option, which adds a powerful new effect at the cost of another.
This morph now hits any enemy within an 8 meter radius of the original target, rather than up to 5 additional enemies in a 5 meter radius, but the damage per tick has been reduced by 33% to have this ability function more closely to an AoE DoT.

Guild
Fighter’s Guild
Circle of Protection: Fixed an issue where this ability and its morphs were getting the 15% Stamina cost reduction built into their base cost, as well as having the passive Intimidating Presence, which covers the 15% cost reduction element. The base cost of these abilities is now 4590.


Item Sets


Cruel Flurry (Maelstrom Duel Wield):
Reduced the amount of Weapon and Spell Damage granted from this set to 1000 from 2003.
The bonus Weapon and Spell Damage will now apply to any target-applied Damage over Time effect cast within 4 seconds of the bonus being applied, rather than being consumed on your next target-applied Damage over Time effect. This will result in less total power from the set, while being easier to engage with in a real-time combat with target swapping and movement.


Dro’Zakar’s Claws: Reduced the Weapon Damage bonus per bleed effect to 133 from 200.


Elemental Succession:
Fixed an issue where the Shock and Fire bonuses would fail to apply when you dealt the proper damage.
Increased the Spell Damage bonus granted to 550 from 500.
Reduced the cooldown to 4 seconds from 8.

Hollowfang Thirst: Reduced the Magicka return for this set to 3000 from 3470.


Maarselok: This item set now applies a Damage over Time effect for 4 seconds that begins dealing damage after 1 second of being applied, in order to help reduce the burst damage potential of this set. Note that since this is now a negative effect, it will empower itself and can no longer be blocked.


Martial Knowledge:
This set will now trigger when you Light Attack an enemy while you are below 50% Stamina, down from 75%.
The enemy now takes 8% additional damage for 5 seconds with an 8 second cooldown, rather than taking 10% additional damage for 4 seconds with a 6 second cooldown.


Necropotence: Fixed an issue where the bonus from this set was not applying its Magicka gained to Necromantic pets. Now you can properly Necro on your Necro.
Overwhelming Surge:
Reduced the radius of this set to 8 meters from 12.
Fixed an issue where you would fail to get Magicka restored if you hit a target with a Damage Shield active.


Phoenix:
Increased the damage shield granted by this set to 25000 from 20000.
Decreased the damage dealt to 8000 from 12500.
Trinimac’s Valor: This item set now has a proper telegraph to display where it is landing.