Also I wonder how Sorcerers are meant to last more than a few seconds now in PvP.. with their shields being 65% weaker, having no self heals and 100% of their mobility taken away.
So to have v16 equip etc you must buy this DLC, and then play this grind-gunk-fest... GG, bb.
Ice_Cold_Spirit wrote: »To those of you complaining about lvl 10s being made into 50s for pvp and killing you? PC players are the reason for this, because of their ability to transfer their maxed out players with hundreds of champion points, they have unbalanced alot of things for the game. So blame the PC transfers.
ZOS_GinaBruno wrote: »Inventory Upgrades
We’ve added three ranks of bag upgrades, bringing the maximum possible inventory size up to 200 (this includes your Riding Capacity skill). These new bag upgrades can be purchased at any bag vendor with a gold cost that follows the existing pattern for bag upgrades.
What do the new 3 upgrade levels cost?
Also in light of this can we get account bank space re-evaulated. Right now it is 60 base slots + 18x 10-slot upgrades totally 240 slots. (costing 768.5k gold to upgrade)
Can we change it to be
100 base slots
20x 20 slot upgrades (90k, 95k for the new last two upgrades)
Resulting in a 500 slot account bank.
Change of base slots and upgrades would be retroactive to already upgraded accounts (ie a fully upgraded person would automatically go from 240 slots to 460 slots)
lordrichter wrote: »ZOS_GinaBruno wrote: »
- You will no longer regenerate stamina while blocking.
- Reduced the cost of class stamina abilities by 20% so they are equivalent to weapon abilities.
- The cost of each roll dodge will increase by 33% after your first roll dodge.
Nightblade
- Refreshing Shadows (passive): Adjusted this ability from 15/30% Stamina recovery to 7/15% Stamina, Health and Magicka recovery.
Weapon
- Dual Wield
- Whirling Blades (Whirlwind morph): This ability now applies Major Endurance instead of giving Stamina. We also reduced the cost of this ability by approximately 15%.
As near as I can tell from comparing PTS to Live, these changes in a stamina Nightblade result in a significant reduction in the ability to move and fight during combat. There is an overall reduction in both Max Stamina and Stamina Regeneration. The reduction in the cost of abilities is not enough to offset the use of stamina during combat, the smaller stamina pool, the slower regeneration, and the dodge penalty. The limited mobility during combat eliminates any feeling of being nimble. (Edit: it is like he aged 30 years overnight)
Another thing to note is that the reduction in stamina and stamina regen makes sneaking consume stamina much faster on PTS than it does on Live. Sneaky Nightblades are noticeably less sneaky. (Actually, everyone is) While the PVP people might not like sneaky Nightblades, the PVE folk like me do.
Also I wonder how Sorcerers are meant to last more than a few seconds now in PvP.. with their shields being 65% weaker, having no self heals and 100% of their mobility taken away.
Yeah everyone said Sorcs were going to be dead after 1.6 too. Certainly didn't work out that way. I have a feeling Sorcs will be just fine.
ninjaguyman wrote: »Siphoning Strikes:
This ability is no longer a toggle.
Removed the Power and Spell Power debuff; your attacks now do full damage.
This ability no longer restores a percentage of your Magicka or Stamina. Instead, it restores a fixed amount per hit.
You will no longer build up extra visual effects on your weapon when this ability is cast multiple times.
Interesting, cant wait to see how this affects my nb tank build
You will likely not be pleased. There's a post about it here:
http://forums.elderscrollsonline.com/en/discussion/200972/siphoning-strikes#latest
I'd like to hear what you think!
Can someone clarify a vampire change for me please.
Patch notes say i need an ability slotted to gain use of the passive, would i need an ability on both bars or just one?
Thanks in advance.
At a time of chaos and turmoil, children from all across tamriel have been taken by an evil Argonian Thieves guild. They were raised in captivity, forced to learn their captors evil ways and endured the harsh environment of Black Marsh. The intentions of the evil guild is still unknown till this day.
Amisdt the events surrounding the formation of the Ebonheart Pact, a brave few has escaped their captors and ran off as far away as they can, eventually landing on the shores of khenarthi's roost.
Armed with the skills and the scars they have endured during their captivity, these brothers and sisters in chains has vowed revenge on their Argonian captors and their allies.
They kept the names branded to them by the evil reptiles as a reminder of all the pain and torment they have suffered, and have joined the Aldmeri Dominion as a means to an end... Paint Tamriel with Argonian blood.
Forumer-in-Prison wrote: »Can someone clarify a vampire change for me please.
Patch notes say i need an ability slotted to gain use of the passive, would i need an ability on both bars or just one?
Thanks in advance.
One of the first things I tested... Yes, you need vamp abilities on both bars.
I tested by checking my mag and stam regen numbers between bars with and without a vamp ability.
lordrichter wrote: »ZOS_GinaBruno wrote: »
- You will no longer regenerate stamina while blocking.
- Reduced the cost of class stamina abilities by 20% so they are equivalent to weapon abilities.
- The cost of each roll dodge will increase by 33% after your first roll dodge.
Nightblade
- Refreshing Shadows (passive): Adjusted this ability from 15/30% Stamina recovery to 7/15% Stamina, Health and Magicka recovery.
Weapon
- Dual Wield
- Whirling Blades (Whirlwind morph): This ability now applies Major Endurance instead of giving Stamina. We also reduced the cost of this ability by approximately 15%.
As near as I can tell from comparing PTS to Live, these changes in a stamina Nightblade result in a significant reduction in the ability to move and fight during combat. There is an overall reduction in both Max Stamina and Stamina Regeneration. The reduction in the cost of abilities is not enough to offset the use of stamina during combat, the smaller stamina pool, the slower regeneration, and the dodge penalty. The limited mobility during combat eliminates any feeling of being nimble. (Edit: it is like he aged 30 years overnight)
Another thing to note is that the reduction in stamina and stamina regen makes sneaking consume stamina much faster on PTS than it does on Live. Sneaky Nightblades are noticeably less sneaky. (Actually, everyone is) While the PVP people might not like sneaky Nightblades, the PVE folk like me do.
ZOS_GinaBruno wrote: »There's a note in general gameplay that states the following:@ZOS_GinaBruno
Is the cost increase on dodge roll stacking as well? Could you clarify this please?
- The cost of each roll dodge will increase by 33% after your first roll dodge.
Vampire
Reduced the fire damage you receive to 25% from 40%.
Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time (it no longer activates the Feed debuff).
Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Really? Hello, my name is "no one".With Bolt Escape completely wrecked by various nerfs, I think the least that can be done is dramatically increase its teleport range. Because in its current state, no one is ever going to use this ability or either of its morphs.
It would probably be best to just remove this ability and replace it with something else.
so ZOS is giving us 2 new VR ranks but the only players who will be able to acquire the matts to craft v16 gear will be the ones who purchase the new DLC. Can Gina Bruno or anyone at ZOS explain how this is anything other than a paywall? It states quit clearly in the patch notes that practically all the matts required to craft v15-16 gear are exclusively available in the IC. It has been stated by ZOS that any systemic changes in the game would be available as free update and not hiding in a paid DLC. Every other crafting matt is freely available to any player in the game. I was not planning on buying this DLC but now I don't see any way around purchasing this s**t. I am glad I saved up 4700 clown points before I stopped subbing so I don't have to actually give ZOS any real money.
so ZOS is giving us 2 new VR ranks but the only players who will be able to acquire the matts to craft v16 gear will be the ones who purchase the new DLC. Can Gina Bruno or anyone at ZOS explain how this is anything other than a paywall? It states quit clearly in the patch notes that practically all the matts required to craft v15-16 gear are exclusively available in the IC. It has been stated by ZOS that any systemic changes in the game would be available as free update and not hiding in a paid DLC. Every other crafting matt is freely available to any player in the game. I was not planning on buying this DLC but now I don't see any way around purchasing this s**t. I am glad I saved up 4700 clown points before I stopped subbing so I don't have to actually give ZOS any real money.
@Vonovosi
You can get the mats from deconstructing any V15 or V16 gear from ANY dungeon that's scaled up to that level. OR you can buy the mats when they show up on the guild traders. No purchasing of IC required if you don't want to go into IC. Do your own homework next time before spreading misinformation.
Whats happening with grouping cross faction for dungeons. any timeline with that? and will it work with trials/dsa??
I_killed_Vivec wrote: »so ZOS is giving us 2 new VR ranks but the only players who will be able to acquire the matts to craft v16 gear will be the ones who purchase the new DLC. Can Gina Bruno or anyone at ZOS explain how this is anything other than a paywall? It states quit clearly in the patch notes that practically all the matts required to craft v15-16 gear are exclusively available in the IC. It has been stated by ZOS that any systemic changes in the game would be available as free update and not hiding in a paid DLC. Every other crafting matt is freely available to any player in the game. I was not planning on buying this DLC but now I don't see any way around purchasing this s**t. I am glad I saved up 4700 clown points before I stopped subbing so I don't have to actually give ZOS any real money.
@Vonovosi
You can get the mats from deconstructing any V15 or V16 gear from ANY dungeon that's scaled up to that level. OR you can buy the mats when they show up on the guild traders. No purchasing of IC required if you don't want to go into IC. Do your own homework next time before spreading misinformation.
You won't be able to get the water for alchemy or the potency runes for enchanting unless you buy the DLC or buy them from guilds. What's more, initial impressions from the PTS indicate a very low rate from deconstruction.
If you want to harvest your own materials then you will have to buy the DLC.
MSchroeder wrote: »You can craft VR 15 and VR 16 items, using materials gained from exploring the Imperial City - either through deconstructing the items you find there, or purchasing the crafting materials directly from vendors using Tel Var Stones. (The Imperial City has no crafting nodes, because it's both totally urbanized and totally destroyed.) Those materials can then be sold on Guild Stores or traded to other players.
ZOS_GinaBruno wrote: »Added a new Essence rune, and its associated new enchantments.
This Essence rune can be acquired by completing particularly dangerous content within the Imperial City.
My only question to what's in the PTS patch notes goes right along with the Vampire changes.To all those who are in an uproar about the nerf to Supernatural Recovery, do you know any vampire who's not going to have Drain Essence on his bar with its restrictions lifted? From the description, you can continually drain an enemy while healing yourself 10% every second. I think that's worth putting it on your bar, which will keep your passive.Vampire
Reduced the fire damage you receive to 25% from 40%.
Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time (it no longer activates the Feed debuff).
Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
No hyperbole here. You can't do that now on live unless the 10 people suck on a monumental level.ThyIronFist wrote: »Also I wonder how Sorcerers are meant to last more than a few seconds now in PvP.. with their shields being 65% weaker, having no self heals and 100% of their mobility taken away.
Yeah everyone said Sorcs were going to be dead after 1.6 too. Certainly didn't work out that way. I have a feeling Sorcs will be just fine.
Pretty much. Sorcs are just fine, I've fought some of them already and yeah you can no longer blink 20 times in a row and tank 10 people with a 30k+ damage shield, but Sorcs are still very viable. Just L2Adapt issues.
Yeah, I was really hoping Argonians would have racial passives that were improved, but I'm REALLY disappointed. Unless you're a healer Argonians STILL have the single worst passives.mordridub17_ESO wrote: »I really assume the Argonian racial passive was a simple error. A 2% increase to the bonus from potions... every 45 seconds. I assume they also doubled our 3% hp bonus to 6% like they did with Nords and with Wood Elf stamina??? Please??? AT LEAST????
To be honest, I was expecting a meaningless change to Argonian passives, alongside something like "Increased swim speed boost to +53% from +50%", but I was really, REALLY hoping to be pleasantly surprised. <Sigh>