curlyqloub14_ESO wrote: »Wow, this is surely a long list of great new things.
But since I use most of my time in PVP I noticed the most idiotic improvement I have ever seen:What the #@¤% is this - I play alot on the nonvet campaign, now i wont play with new comers anymore becuase they now leech my very hard earned APs, and yes, to you who plays on the normal servers, nonvet is a low populated server so the APs are not easy to get. Most keeps get repaired for gold, since there is not enough AP to do this.Alliance War
General
You now need to be at least Alliance Rank 6 to purchase Forward Camps.
- With this update you will achieve a Rank dominated world - The one thing that will happen is "Ahh you are to low level to play with us, go away and come back when you can be used for something good"
- If you want to do something with the camps, make them work for groups, so you keep the leeches out of the camps or make them go away.
- Must then admit if there where no camps on Nonvet i dont think a keep would ever change owner with the V5 NPCs
Well enough said, if this is a new update then you can close the nonvet server, cause you just made it impossible to play.
Yeah, kinda agree with this guy. I understand there are issues with the forward camps, but requiring alliance rank 6 to buy a camp is going to cause a lot of problems. There are already major issues with newer players using up the camps and not replacing them, and issues with groups not ever wanting to invite newer players. With this change, even if there are well-intentioned new players who want to help, they won't be able to, and groups won't want them. In turn, newer players will have a much harder time - since it's tougher to run rolo, and earning AP is way slower as a solo player - thus making it that much harder and take that much longer for them to ever reach rank 6. Overall this will discourage new people from trying pvp, and we'll end up with an even more imbalanced experience.
I'm all for attempts to address Forward Camp problems, but firmly feel that this is a step in the wrong direction.
I completely agree with that, and I hope there's a toggle for this as well. I had to hold off the second half of the first Mages Guild quest (Level 8) until Level 12 because of Gutsripper being too hard for my build, and I consistently do the Main Quest 4 levels late so that it's a bit easier.springbound wrote: »Dungeon leveling - ok so for folks that hold off on solo dungons at their level because it is too hard - they will always be too hard now because they level up to your level no matter what? No on off button like vet? This is a problem for some folks - folks have different skill levels and now you are saying to heck with that folks that aren't great ? Find someone to do it with or to hell with the dungeons for you?
I'm assuming they will be reapplied to a certain number of Champion Points; say every 4 CPs gained gives you one up to the 56th CP (14th skill/attribute point).So, we're getting a skill point and attribute point for each vet level. Good. But what happens when vet ranks are removed? Do we lose those attribute and skill points?
I'm assuming they will be reapplied to a certain number of Champion Points; say every 4 CPs gained gives you one up to the 56th CP (14th skill/attribute point).So, we're getting a skill point and attribute point for each vet level. Good. But what happens when vet ranks are removed? Do we lose those attribute and skill points?
Some ridiculous nerfs to certain skills (i.e. harness magicka) and absolutely ridiculous buffs to bows which are already overpowered. GG zos. You have listened only to the NB QQ on these forums rather than realising what the majority of your playerbase think / want.
Very nearly through with this game. Twinned with the exceptionally terrible performance in Cyrodiil these changes are likely going to ruin the game for me.
Some ridiculous nerfs to certain skills (i.e. harness magicka) and absolutely ridiculous buffs to bows which are already overpowered. GG zos. You have listened only to the NB QQ on these forums rather than realising what the majority of your playerbase think / want.
Very nearly through with this game. Twinned with the exceptionally terrible performance in Cyrodiil these changes are likely going to ruin the game for me.
I recall there was something reported from the recent guild summit about this ability becoming more competitive with Impulse by increasing its damage and radius. Good work on the damage side, just wondering if/when we might see the expanded radius. That might help subdue potential concerns over the reduction in ultimate as there would be more potential targets available.ZOS_GinaBruno wrote: »Weapon
- Two Hand
- Carve (Cleave morph): This ability now gives two Ultimate per target hit instead of three Ultimate.
- Cleave: Fixed an issue where this ability could not critically hit. We also increased the initial hit damage by approximately 10%.
ZOS_GinaBruno wrote: »Weapon
- Two Hand
- Stampede (Critical Charge morph): This ability now snares targets by 60% instead of immobilizing them.
Yup, anyone who relies on incapacitating an enemy (stun/knockdown/etc) for their rotation isn't going to like this one. If it was meant to balance out the buffs to two handed weapons, there must be something better to change. This may be a change in anticipation of the Champion System or it may not, but if it is, why can't it wait until that system is in place?xsorusb14_ESO wrote: »Two Hander
4. I dislike the Stampede Nerf, but only because I'm a DK who used it to follow up Flame Whip. I imagine other classes wouldn't mind as much.
Is the name of the passive going to change to reflect the new effect? Personally, I prefer the increased attack speed, which on my original character often let me win a DPS race with an opponent.ZOS_GinaBruno wrote: »Weapon
- Dual Wield
- Rapid Strikes (Flurry morph): This ability now deals 2% increased damage per hit instead of increasing your attack speed.
While I like the attention to troll camps, I'm not sure the cost (fewer players helping with camps) will outweigh the benefits (fewer troll camps), but time will tell.ZOS_GinaBruno wrote: »Alliance WarGeneral
- You now need to be at least Alliance Rank 6 to purchase Forward Camps.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
With all the rage over the balancing, I feel like the fact that the new WW heal costs magicka kinda slipped under the radar. I realize looking back on the WW thread that it was an assumption, but come on, who's really gonna build for magicka with a WW? This was supposed to be the Second Stamina Coming, and now I just feel like it's more of the same. Magicka's still best for survivability, and that sucks.
Wow, this is surely a long list of great new things.
But since I use most of my time in PVP I noticed the most idiotic improvement I have ever seen:What the #@¤% is this - I play alot on the nonvet campaign, now i wont play with new comers anymore becuase they now leech my very hard earned APs, and yes, to you who plays on the normal servers, nonvet is a low populated server so the APs are not easy to get. Most keeps get repaired for gold, since there is not enough AP to do this.Alliance War
General
You now need to be at least Alliance Rank 6 to purchase Forward Camps.
- With this update you will achieve a Rank dominated world - The one thing that will happen is "Ahh you are to low level to play with us, go away and come back when you can be used for something good"
- If you want to do something with the camps, make them work for groups, so you keep the leeches out of the camps or make them go away.
- Must then admit if there where no camps on Nonvet i dont think a keep would ever change owner with the V5 NPCs
Well enough said, if this is a new update then you can close the nonvet server, cause you just made it impossible to play.
Hello, everyone!
We wanted to let everyone know that we have read through this thread and taken steps to further improve the Werewolf Skill Line based on your feedback. You folks have made some great suggestions and offered some valuable insight into potential changes. Whenever possible, we've used suggestions in this thread as guidelines for improving what we had already put in place when we announced these changes.
That said, many suggestions you have made are not currently possible, although they may be in the future. The biggest of these is that the Werewolf Transformation will remain an Ultimate ability that has a duration, rather than being a Toggle. Making Werewolf into a toggle was the first improvement we wanted to make, but it ended up not being possible due to technical restrictions.
Additionally, we aren't currently adding any werewolf specific emotes or animations, nor are we adding more skins. It is possible we will add these in a future update.
We did make a few changes that make the "werewolf play style" more viable.
- “Negative” effects will no longer affect you while Transforming. No more wasted Ultimate because a Disorient hits you halfway through the Transformation!
- We've reduced the cooldown of Devour and made it so it is no longer Interrupted by taking damage. Additionally, it will be usable on a few more creature types.
- Being a Werewolf increases your Stamina, in either form.
- Using your Heavy Attack will restore Stamina, the same as Weapon Skill line Heavy Attacks.
- To go with that, we changed the Pursuit Passive so it increases the amount of Stamina restored with Heavy Attacks.
- The Pack Leader Morph will add to the "Werewolf" counter for the Werewolf and any Werewolf allies nearby instead of adding Ultimate.
We look forward to these changes hitting PTS and getting your Feedback soon
Forestd16b14_ESO wrote: »ZOS_JessicaFolsom wrote: »Forestd16b14_ESO wrote: »Read it and what about block casting or armor abuse ??????????
Not entirely sure what armor abuse is referring to, but the block casting is something we talked about during our Guild Summit and covered during our latest ESO Live, too. It is something we're exploring options to, but any changes will very likely be after Update 5.
Armor abuse as in players in light armor using the heavy armor skill immoveable without even wearing one piece of heavy armor. Which i really confused about cause armor passive skills need you to wear at least one piece of armor. Like you need a bow to use bow skills a 2 handed weapon to use 2 handed skills so why can we use armor skills with out even wearing 1 piece of the armor? This is also another reason PvP is " imbalance " sure every one been seeing all the light armor players using immoveable to negate the stun attacks.
ZOS_JessicaFolsom wrote: »We missed two important Werewolf notes when we originally posted the full Update 5 PTS patch notes. Our apologies. They have been added to the original post. The additions are:
- Devour: This ability's cooldown period has been reduced from 20 seconds to 7 seconds.
- Having the Werewolf skill line now increases your Stamina regeneration by 15% in both Human and Werewolf forms. (You do not need to have a Werewolf ability on your skill bar.)
Ifthir_ESO wrote: »Please make Forward camps bound to the player that bought them or the 'fix' does nothing.
With all the rage over the balancing, I feel like the fact that the new WW heal costs magicka kinda slipped under the radar. I realize looking back on the WW thread that it was an assumption, but come on, who's really gonna build for magicka with a WW? This was supposed to be the Second Stamina Coming, and now I just feel like it's more of the same. Magicka's still best for survivability, and that sucks.
This could be a blessing and a curse at the same time, by having it run off your magicka pool it allows you to use your combat moves more often. Time will tell, but having a magicka ability on your bar to use up that resource is never bad. I am curious how much it heals with a stamina build (and if it scale with weapon damage or spell damage or neither).
ZOS_GinaBruno wrote: »Fighters Guild[/list]
- The Prismatic Core:
- Many followers that help in combat will no longer give up defending you if they take a knee multiple times.
Crafting writs are non-group PvE dailies.fromtesonlineb16_ESO wrote: »Still no non-group PVE dailies that one can do at one's leisure I see, just more forced-group dailies (like there weren't enough of those already).
/sigh
Seems my account cancellation is going to take effect on Nov. 3.
However I would also like to see them introduce some soloable Fighters/Mages Guild dailies in the future.