danno816_ESO wrote: »The new Templar execute has a terrible 1-1.5 second delay after pressing the button before the skills goes off.
These are armor buffs and armor buffs do not stack in the new buff/debuff system. However, health shields like Blazing Shield and Bone Shield do stack.cote-bmsb16_ESO wrote: »I (v14 templar) usually stack Circle of Protection and Restoring Focus for pve boss fights. In 1.6 on the PTS, my shields were not stacking and I'm wearing light armor (also nerfed), and I was getting one shot by the boss (Vet COA, Fire Maw), he was hitting for 1900+ and I just had under 1900 health. I have 36 points into health. I'm rather disappointed I can't stack my shields, my light armor isnt helping much, and I get slapped around while healing in my shields.
@The_Man_From_Stygia You are indeed correct. Guard's stealth detection is currently bugged:The_Man_From_Stygia wrote: »Wasn't Cyrodiil stealth suppose to be untouched? I tried approaching a keep in steath and if I am in LOS with a keep mage they spot me from huge distances to the point where they are only a few pixels tall on my screen and they still see me.
ZOS_GinaBruno wrote: »There is currently an issue where guards at keeps are detecting you much further out than they should be, and this will be fixed in patch 1.6.2!
Fencing items bug.
[150131-000403]
The fences in Rwal Kha (playing an EP character) in Reapers March AD reset the items sold to them (count) upon leaving hideout. The total amount available is supposed to be 50 however after laundering items and then leaving the area by the ladder and re-entering, it resets back to zero of 50.
Also when selling to one fence with over 50 items of loot, one can just go to another fence inside the hideout. Is that working as intended?
Fencing items bug.
[150131-000403]
The fences in Rwal Kha (playing an EP character) in Reapers March AD reset the items sold to them (count) upon leaving hideout. The total amount available is supposed to be 50 however after laundering items and then leaving the area by the ladder and re-entering, it resets back to zero of 50.
Also when selling to one fence with over 50 items of loot, one can just go to another fence inside the hideout. Is that working as intended?
I think Speed now goes from 0 to 60, instead of 15 to 75.LonePirate wrote: »Third, my Light Horse from 1.5 has a 75% Speed Rating. In 1.6, t only has 60 points for Speed. Where did the other 15 points go?
Calculations all in the quotes but essentially:Weapon Glyphs have an ICD of 8 seconds not 4. One thing about that I've always been bugged with is that there's no SD Glyph like the WD Glyph we already have.1.6.2 nerfed Fire Resist Glyph even further to just over 2K for VR10-14 Legendary, but they also nerfed Resist all to just over 1K. That's a value of roughly 3.5% Fire Resist, or a bad joke basically. On Live right now the Flame Glyph is 1550 with a 3250 hard cap for Resistance making 1 single Fire Glyph reach Fire Resist hard cap (in Light or Heavy Armor). On PTS right now, even with the 40% weakness instead of 50%, it looks like Vampires are going to take FAR more damage from Fire than Live.[*] I will be switching all my fire resist glyphs to spell resist/armour since elemental resistance specific glyphs scaled much less (180% vs 600%) I suspect that they nerfed this so much because Vamps have had 10% reduction in fire damage. So technically, vamps have had no change from 1.5 because their enchants will probably give at least 10% less protection than they did in 1.5. Perhaps vamps will now be even more vulnerable to fire, due to this.
It would take all (3) Fire Glyphs (10.5%) and all 24 starting points spent in the Elemental Defender Star in The Lady constellation (9.2%) to get close to the value of a SINGLE Fire Glyph on Live, which is 23.8%. It will actually take 41-44 points in Elemental Defender + the (3) Glyphs to be exactly the value of that Glyph on Live or 88 points and no Glyphs. Granted we'll have 10% less weakness.
BTW, the exact value of the nerfed VR10-14 Legendary Fire Resist Glyph on 1.6.2 is 2183, just slightly less than 3.5% Fire resist. Resist all, and Armor, is now 1116. ZoS even said that specific resistance Glyphs would be twice as strong as Resist all, even that's untrue. Double 1116 is 2232 not 2183. Yes it's a very small variance but still an incorrect statement.
I practically get one-shot by the guards (I don't get over 23k HP even with Structured Entropy, Food Buffs, and 62 points in Health factored in). Plus you die so hard the game freezes for about 5 seconds. I know getting caught by the guards is supposed to be avoided, but trying to escape if caught is impossible if you can get one-shot after getting pulled in with fiery chains. Is this intended?
Can you not create the template, and then you have 3600 CP across your account? Or does the templated CP not go account-wide?I'd really, REALLY like to try out the 3600 points on my transferred over character, but I've only got 72 CP, instead of the 3600 CP I can get on a template character.
Could you please fix this issue, Zos?
@ZOS - FEEDBACK ON 1.6.2:
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Nightblade class - Magicka builds (general):
As already said, you should not decrease the cost of Funnel Health/Swallow Soul, but increase its damage. This class needs more DPS, not sustainability. Magicka Nightblades do less DPS than Heavy Armored Dragonknight now. That's brilliant, thank you ZOS!
There is one bug with a Nightblade ability.
I am not sure how it is called. But you basically create a red field around, which absorbs health from nearby targets and it heals you.
It also heals you, when no enemy is nearby. You can spam it and heal yourself up.