ZOS_JessicaFolsom wrote: »Are the guys that work on stamina resource, werewolves and Templars on vacation? Is ZoS afraid to acknowledge that stamina users, werewolves and Templars are under performing right now? ZoS Can Templars get an independent forum post on things being worked on for them? Like how the Nightblades have one in the general forums?
No, we agree that all three need fixes and improvements, and are working on them. We're putting together the very type of comprehensive update post you mention. It'll go up this week, as soon as it' done.
ZOS_GinaBruno wrote: »Just letting you all know that we've been gathering all your feedback to this point, and are going to pass it around to specific teams today so they can review everything.
ZOS_GinaBruno wrote: »Just letting you all know that we've been gathering all your feedback to this point, and are going to pass it around to specific teams today so they can review everything.
ZOS_GinaBruno wrote: »Just letting you all know that we've been gathering all your feedback to this point, and are going to pass it around to specific teams today so they can review everything.
xsorusb14_ESO wrote: »ZOS_GinaBruno wrote: »Yes, that's correct.Thejollygreenone wrote: »ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS
Combat & Gameplay
General
- Attack speed now correctly affects all weapons and weapon types.
Does this mean that bows properly gain attack speed from haste and the medium armor passive? I really hope so.
If this works how I think it'll work...you've just made NB bow users really oped.
sparafucilsarwb17_ESO wrote: »Will combat be fixed? Will ability lag and weapon swap be fixed? Nothing more frustrating then pushing a button to fire a skill results in nothing happening while in combat.
Was just testing Haste morphed to Incapacitate with bow/staff and it seemed not to affect heavy attacks much, if at all. Light attacks do seem to be much faster with it, but not the heavy attacks.
Also, the %dmg increase to heavy attacks does not work either. Just tested on some v10 enemies in Reaper's March w/ staff and bow. Same damage before and after casting Incapacitate.
I even tested the passive under destruction staff that is supposed to make heavy attacks 10% faster... same speed with and without it.
Further testing using a Newly made character instead of one from prior to the patch shows that the damage increase component of Incapacitate does work sometimes. Perhaps it has something to do with it being a new character, though.
Tested the weapon speed again using this same new character and it doesn't seem to work with heavy attacks from bow or staff again. Same number of heavy attacks in the same time period with it on or off.
So far I see only empty words about stamina build balance. Today came another patch note and I do not see there any information on this subject.
Why are the mobs inside the vet Crypt of Hearts level vr12? This is in a vet level 2 or 6 vet level depending on which faction the player is in. I don't think testing this with the vr12 mobs is going to provide an accurate test for this because you are going to need to reduce the vr levels to bring them in line with the level of content in those areas.
Not really. Light attacks being faster won't make the difference between, sub standard and OP.xsorusb14_ESO wrote: »ZOS_GinaBruno wrote: »Yes, that's correct.Thejollygreenone wrote: »ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS
Combat & Gameplay
General
- Attack speed now correctly affects all weapons and weapon types.
Does this mean that bows properly gain attack speed from haste and the medium armor passive? I really hope so.
If this works how I think it'll work...you've just made NB bow users really oped.
[*] Twin Blades and Blunt: None of the dagger or sword effects actually work. What is broken is not addressed with this patch. This passive doesn't do ANYTHING right now, for daggers and swords. No critical chance increase, no critical damage increase, no overall damage increase. Nothing.
It's funny. I just tried this. I put two points into Twin Blade and Blunt. My VR12 Nightblade template with all the medium armor skills, passives whatever has 24% crit with no weapon equipped. I equip one dagger (they only provide you with one) and my crit went down to 21% hahahaha.
Probably one of those character sheet display issues eh
EDIT: I also tested this with a sword and two points into Twin Blade and Blunt. Equip one sword, hit NPC with heavy attack, I do 234 damage. Equip one axe only, 234 damage. So yeah, I can verify this as well.
[*] Twin Blades and Blunt: None of the dagger or sword effects actually work. What is broken is not addressed with this patch. This passive doesn't do ANYTHING right now, for daggers and swords. No critical chance increase, no critical damage increase, no overall damage increase. Nothing.
It's funny. I just tried this. I put two points into Twin Blade and Blunt. My VR12 Nightblade template with all the medium armor skills, passives whatever has 24% crit with no weapon equipped. I equip one dagger (they only provide you with one) and my crit went down to 21% hahahaha.
Probably one of those character sheet display issues eh
EDIT: I also tested this with a sword and two points into Twin Blade and Blunt. Equip one sword, hit NPC with heavy attack, I do 234 damage. Equip one axe only, 234 damage. So yeah, I can verify this as well.
Actually you're wrong, twin blade and blunt is in fact working. The part you seem to have overlooked is that twin blade and blunt is a dual wield passive, in order for it to grant any bonus you have to be dual wielding, so if you just equip one sword or one axe, you get no bonus, you equip a second weapon and poof there it is.
I tested this just now on my nb in my tanky spec, with no weapons i had 6% weapon crit(thankfully i cast mainly spell crit abilities right? lol) equip a sword, no change, equip a dagger in my OH, it goes up to 13%, 5% for the dagger 2% for the precise trait. when they first fixed this I was thrown off too til i realized i was missing the obvious key component, that you don't get dual wield buffs if you aren't actually dual wielding.
Why are the mobs inside the vet Crypt of Hearts level vr12? This is in a vet level 2 or 6 vet level depending on which faction the player is in. I don't think testing this with the vr12 mobs is going to provide an accurate test for this because you are going to need to reduce the vr levels to bring them in line with the level of content in those areas.
BC, FG and Spindle are the T1 vet dungeons for VR 1-5.
WS, EH, and Darkshade are the T2 vet dungeons for VR 6-10.
CoH falls into the T3 range V10-12 since 12 is max, hopefully we'll see City of Ash and Arx Corinium with in that same tier pretty soon.
Faction or starting alliance has nothing to do with the level of dungeons, standard or veteran.
Although I think there needs to be a reason to run them. Vet dungeons are at the top of my list as favorite content atm however very few people actually want to run them more than once.
Thejollygreenone wrote: »The last of the feedback I can provide is merely this:
Fix stamina dps builds. For the love of Akatosh. Bows need some significant help. 2h could use some help. DW could also use a little help. Medium Armor is your platform to make the universal changes needed to get stamina builds in line with magicka/class ability builds. Focus on Medium Armor (heavy could probably use some help too) while on the side throw a couple of bones to the stamina weapon trees, and VOILA! Problem solved.
That's all I have to say, but I'm sure you all at ZOS know this stuff already.
Thejollygreenone wrote: »The last of the feedback I can provide is merely this:
Fix stamina dps builds. For the love of Akatosh. Bows need some significant help. 2h could use some help. DW could also use a little help. Medium Armor is your platform to make the universal changes needed to get stamina builds in line with magicka/class ability builds. Focus on Medium Armor (heavy could probably use some help too) while on the side throw a couple of bones to the stamina weapon trees, and VOILA! Problem solved.
That's all I have to say, but I'm sure you all at ZOS know this stuff already.
I actually suggested that Stamina not be the resource used for EVERYthing else in the game. Sprinting, dodging, interrupting, blocking, stealth all reduce the stamina pool which already does not have the same type of bonuses magicka does. You get stamina reduction from jewelry and magicka shares this but the light armor reduction in magicka cost 21%+ set bonus items on top of the sets and abilities that proc magicka return not counting in racials. Side by side a stamina build is going to run out of stamina much faster than a magicka build. While that magicka build holds block and spams abilities, stam weapons don't work that way since blocking drains their primary resource.
I'd also like to see more stamina based trees than the 5 we currently have (not counting werewolf because it's pitiable). Sta pet tree for example.
ZOS_JessicaFolsom wrote: »Are the guys that work on stamina resource, werewolves and Templars on vacation? Is ZoS afraid to acknowledge that stamina users, werewolves and Templars are under performing right now? ZoS Can Templars get an independent forum post on things being worked on for them? Like how the Nightblades have one in the general forums?
No, we agree that all three need fixes and improvements, and are working on them. We're putting together the very type of comprehensive update post you mention. It'll go up this week, as soon as it' done.
I am trying out the Incapacitate morph of Haste with my bow and I do not see any increase in speed of light or heavy attacks, so I am not sure if this is working.
Also, my heavy attack dmg (no points in stam attributes) went from 321 to 361. I still don't think this skill is worth using, ever.
sparafucilsarwb17_ESO wrote: »Will combat be fixed? Will ability lag and weapon swap be fixed? Nothing more frustrating then pushing a button to fire a skill results in nothing happening while in combat.
ZOS_JessicaFolsom wrote: »sparafucilsarwb17_ESO wrote: »Will combat be fixed? Will ability lag and weapon swap be fixed? Nothing more frustrating then pushing a button to fire a skill results in nothing happening while in combat.
We've identified the cause of lag specifically while in a group (including ability lag) and have a fix for it going in with v.1.2.3, which is going out next week.
ZOS_JessicaFolsom wrote: »
We've identified the cause of lag specifically while in a group (including ability lag) and have a fix for it going in with v.1.2.3, which is going out next week.
So far I see only empty words about stamina build balance. Today came another patch note and I do not see there any information on this subject.
Like their words about NB balance was empty? I see people complaining about OP NBs now.
I'm actually struggling to recall a single unfulfilled promise. There is real evidence that ZOS eventually makes good on their wood. As for "empty words" I see zero evidence. ZOS take too long to respond to concerns, that's not good. They do eventually respond (and act) to them, making your statements complete and utter falsity.
I'm a completely gimped stamina NB with little hope of respeccing to magicka. I would much rather have a thoughtful stamina balance effort than a rushed mess to appease people who are never happy with anything.
I've even become frustrated with how long it takes them to do this stuff, but honestly, their balance fixes have always been better than any suggestion that the community has made (my suggestions included). They are worth the wait.