Also, I would like to see the guards be killable; it might be feasible to have them all scale to the players level for example and elite to keep them really really tough.
Before I start I just want to say: I'm loving Update 6. I would like to see changes to allow all disguises/costumes to be represented in the Collections page and not just purchased/rewarded ones. Also, I would like to see the guards be killable; it might be feasible to have them all scale to the players level for example and elite to keep them really really tough.
Also, I would like to see the guards be killable; it might be feasible to have them all scale to the players level for example and elite to keep them really really tough.
It does seem unrealistic to make the guards invulnerable; however, I do understand the rationale behind this mechanic - avoiding massive killing sprees that might be disruptive. What if the guard could be rendered unconscious for a period of time? This mechanic would add a whole new level in which the player would have an opportunity to escape, but would gain a new level of notoriety in which guards would actively search for him.
- I could envision a skilled player incapacitating a guard. The guard would be unconscious for a period of time while other guards would gradually gather to assist. The guard would recover, and then a cohort of guards would fan out looking for the player. Anyone remember the old "Thief: The Dark Project" game? You make a noise or break out of stealth, and the guards are on heightened alert! The player, in order to stay alive, would have to go into hiding till the heat died down, because maybe a skilled player could best 1 guard, but bring on 2 or 3 and the player is toast!
Wut ? 40k DPS ? Dude you dont need exaggerate that much to justify yourself. Just say 15k we will believetimidobserver wrote: »My feedback so far
Again people have between 25000 and 35000 health now and do between 5000 and 20000 sustained dps and can burst up to 40000+ dps.
Del's Claim in Auridon. Just wow! Looks amazing. Certainly big difference to what it used to be. Nice touch with the little underground pond there with tree and people fishing. It's the first cave most newcomers will enter and I'm sure they will be impressed.
SORCERER V10 CRIT SURGE BUILD LIVE VS SORC V14 BUILD PTS- THE MISSION? TRY TO KILL A SWARM OF WASPS.
I have just tried a completely different build to what I have on live. Comparison:
Pre 1.6 - VR10 level in purple gear could kill a pack of wasps easily in Craglorn, running with crit surge/destro build. (And then kill a pack of Welwas and run through Skyreach after that...)
Post 1.6- VR14 in gold gear died like six times over, and didn't manage to kill swarm of wasps. I tried a number of different combinations...1 pet, 2pets..2pets and bound armour, entropy, crystal frags, force shock, daedric curse, conjured ward,lightning flood,impulseDue to the health and light armour nerfs I take massive amounts of damage very quickly. Now that I have nothing that will reliably heal me(crit surge changes) I barely have time to do any damage or heal myself before dying.
- I had eaten purple food to increase all stats.
- I had put all red points into the Light Armour Focus on the Lady Constellation.My thinking here is that it will increase my armour and since spell resistance is calculated on how much armour that piece provides this will help there too.
- I put all green points into Healthy (Health Regen) on the Lover.
- All blue points were shared out across Elfborn(increase spell crit damage), Elemental Expert (increase damage with elements)and Spell Erosion(raise % of spell resistance your spells ignore) on the Apprentice. On a positive note the Apprentice constellation will grant you 12% spell critical after you invest 30 points into it.
I doubt I will be attempting to kill a pack of Welwas which I could also kill in live. No way in hell would I be able to run through Skyreach which I've successfully done in live on a number of occasions.Perhaps single targets would be killable with pets but my AOE experiment failed. I don't know how many players would be able to successfully deal with a pack of mobs using the pet controls, but this is going to take some effort to master.
Due to the fact that pets take up 2 slots EACH on your bar, it drastically reduces what other skills you can slot. If you combine that with Bound Armour its 6 slots removed from your bar.Perhaps I could have used CC but sacrificed healing? Or my only weapon attack?No wait- I could drop my execute skill..Or ..you get the picture.
Admittedly Im using PTS template and the skills aren't fully leveled up. So perhaps when I get my own character this may change. Or perhaps I'm just not skilled enough as a player to play a sorc anymore. That will be a sad day indeed.
On a side note- completely agree with this:Day 2 testing:
RESOURCES -- It kind of feels like, instead of adding a bunch of cool powers with the champion system to make us stronger, you nerfed a lot of stuff and will require us to open up a lot of Champion point skills in order to get back to where we were. Things like block cost, crits, etc. all will require maxing out of the CS lines in order to be where they were at pre-1.6."
I agree with this completely. I thought the point of the champion system was to have a way to continue to improve our characters. Instead, my characters feel substantially less powerful than before and it's frustrating to need to obtain champion points just to get back what was taken away.
The overall values for the following topics need to be improved.
The consistency of the regen Glyphs for jewelry in my opinion are not scaling properly. The values from the live server for glyphs currently are 18-20 regen for stamina magicka or health for jewelry. The values from the PTS server glyphs currently are 56-59 regen for stamina magicka or health for jewelry. Compared to the rest of the pts server, the values are not scaled evenly among the majority of the stats.
Regen changes for jewelry for PTS should scale 5 times the value of the live server to make regen enchantments for jewelry more consistent for the patch.
Current regen for live server: 18-20 should be increased to 90-96 regen.
The change will help promote better scaling for regen as a whole with the increase of the current stats.
Spell damage and weapon damage currently on live server is 20-22 for enchantments on jewelry.The current bonus on pts is 48 for enchantments on jewelry. The values on pts should be 5 times of the live server to make things scale more efficient. My suggestion is to make the base value for weapon and spell damage 100-108 value for enchantments for jewelry
Attribute points: the overall values on the live server and PTS need to be improved.
Live: Health 15 points for each Attribute point
PTS: Health 122 points for each attribute point
Live: Stamina 10 points for each attribute point
PTS: Stamina 111 points for each attribute point
Live: Magica 10 points for each attribute point
PTS: Magica 111 points for each attribute point
As seen above, the points values don’t match. My suggestion is to raise health points given from Attributes from 122 on pts to 152 to make the overall values more consistent.
These change will help promote more balance in base stats. The current PTS is a little unblanced with base stats.
andrew.peter.cooper1rwb17_ESO wrote: »I'd like to post some thought I've had of PTS.
For the most part I really like the changes that have been made and am thoroughly enjoying the addition of thieving and murdering.
I have some criticism of some of the changes.
Ambush
Has been brought up a couple of times but I will address it again. I understand this change was included to give stamina based options to morphs to class abilities. I really think this morph needs to go back to magicka. As a gap closer it is a little odd to convert one of the morphs to be stamina based when the other 2 class gap closers (DK chains and Templar Spear charge) are both magic based gap closes with both morphs retaining their status as magicka based. More odd is why it is needed to give a stamina based option for a gap closer when there are already great gap closer options. 2Hand comes with crit charge, 1H+S comes with the shield charge, bow for obvious reasons doesn't want a gap closer and while dual wield does not have a gap closer, they do have a stamina based weapon skill that works at range. To be honest, it feels as though ambush as stamina based is being directed at a very specific dual wield build. This leaves a magicka based NB's a little stuck. All 3 of our ultimates require being in melee range, our best CC is PBAoE, Veiled strike is melee, 1 of our 2 aoe's is PBAoE and the other is an area just in front of us, likewise with destro staff abilities and finally a morph is required to get the execute out of melee range. Ambush is quite critical to our magicka based builds, especially any single target builds, and it seems unjustified to take it away to add a choice that is simply unnecessary. Even as an opener, NB's have the stamina based option of suprise attack.
My suggestion would be to switch ambush back to being magicka based and pretend this never happened.
Also, I would like to see the guards be killable; it might be feasible to have them all scale to the players level for example and elite to keep them really really tough.
It does seem unrealistic to make the guards invulnerable; however, I do understand the rationale behind this mechanic - avoiding massive killing sprees that might be disruptive. What if the guard could be rendered unconscious for a period of time? This mechanic would add a whole new level in which the player would have an opportunity to escape, but would gain a new level of notoriety in which guards would actively search for him.
- I could envision a skilled player incapacitating a guard. The guard would be unconscious for a period of time while other guards would gradually gather to assist. The guard would recover, and then a cohort of guards would fan out looking for the player. Anyone remember the old "Thief: The Dark Project" game? You make a noise or break out of stealth, and the guards are on heightened alert! The player, in order to stay alive, would have to go into hiding till the heat died down, because maybe a skilled player could best 1 guard, but bring on 2 or 3 and the player is toast!
They specifically stated they are lowering the health ratio of of attributes. this is supposed to reduce the fotm every build goes all health. I think this is also a great change. before when people stack all health you almost have to, to keep up. but now that the ratio is more even it will be highly beneficial to mix your attributes more, without falling too far behind health builds.
Before I start I just want to say: I'm loving Update 6. I would like to see changes to allow all disguises/costumes to be represented in the Collections page and not just purchased/rewarded ones. Also, I would like to see the guards be killable; it might be feasible to have them all scale to the players level for example and elite to keep them really really tough.
200k XP/CP is exactly what it should take to earn a CP while playing normally once the CS is live. Currently too long @ 400k XP.ZOS_GinaBruno wrote: »•EXTREMELY IMPORTANT: Only the conversion system will use 200,000XP for one Champion Point the day the system goes live in Update 6. This is not what it will take to earn a Champion Point while playing normally once the Champion System is live.
Why are ppl not up in arms about this still?! 30 or70 CPs both are a slap in the face when compared to the amount of time needed to get enough CPs to get back to what 1.6 takes from us in overall playability. You need to seriously rethink this again. The system requires the points be split into 3 leaving a v14 with ~23 or 24 points to spend in each category (mage, thief, warrior). That's not even enough to put a single CP into a lvl 30 CS passive! Make it so a v14 can at least get a point into these lvl 30 passives (therefore ~100 CPs to start).ZOS_GinaBruno wrote: »•A VR14 character can receive up to 70 Champion Points depending on how much XP into VR14 they are, but 70 is the maximum the conversion system will give out for the account.
Not exactly, in reality the shift in attribute percentage allocation really hit my health bar hard. Putting points all into health no longer keeps me alive. I now need to make up for it in CS passives or on gear sets. I'm damage, I already have a gear set bonus for additional health and it's still not enough. Why are you forcing me to stack health now? I'm not asking to be a shield stacking/GDB DK tank taking down 15 ppl on my own in PVP.....I just don't want to be one shot by everything even when I've put all my attributes into health.ZOS_GinaBruno wrote: »•As an example, Health, Magicka and Stamina each perform the same way they did previously:
•Health keeps you alive
•Stamina allows you to block, sneak, dodge and use weapon feats
This change coupled with my previous point on health has effectively made me a paper bag. In order to continue playing as I did I now need to have tons of CPs into health, I will have to grind forever to get there. (The CP grind is looking worse than the VR grind, potentially demotivating...aka borderline non-playable)ZOS_GinaBruno wrote: »Armor: The amount of mitigation provided by Armor has changed.
•A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
•A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
You've reduced the critical strike set bonuses on for instance Aether gear (one of your trials sets for peat's sake!). My crit rating was almost 70% on live. Now a paltry ~40+%. For those of us that are crit builds and spent the time it takes to learn the trials mechanics, this really burns.ZOS_GinaBruno wrote: »Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
•The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
You forgot to mention the change in spell crit set bonuses to +4% from +8%. pls update.ZOS_GinaBruno wrote: »•Wise Mage: This item set now reduces armor and spell resistance by 5% instead of 10%.
ShiftControl wrote: »I'm strictly working on Justice System. My personal opinion:
Did being able to commit crimes add to your level of enjoyment?
-not under current mechanics
-What was the most and least satisfying thing about the Justice system?
-The guards are insane, they can perform all kind of abilities out of range
-They are way to powerful imo a skilled VR 10+ should be able to kill a guard.
-As it is now it is not worth to be a criminal you loose period THERE IS NO FUN
-Defensive moves eats up stamina and can't do nuttin except die.
guards should be killable just make them rapid respawn.
Did the Legerdemain skill line feel appropriately rewarding for the activity?
-the skill line is lame
Was the Justice system clear in what you could and could not do? If not, what was not readily apparent?
-yes it is
Were other players that were participating in the Justice system disruptive to your experience in a city? Did you feel being able to kill NPCs disrupted your own enjoyment of the city environment?
-You definitely can troll. I was about to pick pocket a NPC and some guy just killed it in the main time
How much gold are you averaging in total after an hour of Justice activities?
-minus 12K in 1 hr
Which Justice activities seem to be the most and least profitable and effective?
-as of now none of the activities paying off, Only reason I killed a npc because I got attacked by it
Did you find murder and/or theft to be justly punitive?
-yes
How clear is the process to fence a stolen item, and how you use the system for profit?
-very
Is it clear when you are and are not being witnessed committing a crime?
-Regardless not been seen by any npc bounty added except when i was looting bags and such.
Are the mechanics of pickpocketing clear?
-it is but to slow process
Are the bounty UI elements clear?
-yes
Is the recourse for paying your bounty when you are kill on sight and finding a fence clear?
-yes
How was the cadence of skill advancement?
-thats just fine
Were the legerdemain skills desirable and effective?
-it is lame
Were you able to find Outlaws Refuges when needed?
-not at 1st but after I found one it was clear where should look for then in other cities
Was it easy to distinguish between selling and laundering stolen items?
-yes
Were other players able to hinder your ability to profit from Justice activities?
-yes as I said I was in the process of pick pocketing and the particular npc got killed by a troll, thats very doable since the pickpocket is a slow process
What was the most and least satisfying thing about the Justice system?
-As it is now the whole process is meaningless, we will go broke in a day or 2
arnaldomoraleseb17_ESO wrote: »* About new Animations:
I like new animations except two-handed weapons animations :-s. Heavy attack and uppercut animations don't feel good for me and the old ones are much better.
- Suggestion: Keep the old ones because are pretty good.
About Balance:
- Heavy Armor is still useless in PvP.
- Dmg Shield stacking is a big problem.
- Perma Immovable is the big problem.
- Dmg Shield + Perma Immovable is the biggest problem you have right now about balance. There isn't another viable way to play atm.
- Suggestion:
- Give more resources management to heavy armor.
- Add a Dmg shield cap (25% max health. 35% max health if you are wearing light armor).
- Nerf Immovable in the same way you nerfed reflective scales. "This skill now protect the caster for 2 CCs" (3CCs if you get unstoppable morph and wear +5 pieces of HA).