rophez_ESO wrote: »I don't understand this note:Flame Lash (Lava Whip morph): Instead of a direct heal, this ability will now reduce the amount health by 25% and apply a heal over 3 ticks. We also increased the damage versus off-balance by 25%.
Does it do any damage, or does it reduce target max HP by 25%? or?
Attorneyatlawl wrote: »... but on the whole I am very excited to see these and am hoping it brings back the combat that made me fall in love with ESO back in beta with longer fights allowing for tactics and more strategy instead of nearly action only rapid fire gameplay, and if luck holds, lag fixes! Ambivalence aside from needing to see how some of this plays out in game, I am extremely optimistic overall. If some of it stinks, it's hardly as if it can't be revised even once it goes live: MMOs evolve.
Regarding werewolves, they have needed to be worked on for ages, now. Neither the slotting nothing but being one for free stamina regeneration or the slot a skill for huge ultimate generation mechanics are good. Complaining about the change here is missing for forest for the trees.
Attorneyatlawl wrote: »rophez_ESO wrote: »I don't understand this note:Flame Lash (Lava Whip morph): Instead of a direct heal, this ability will now reduce the amount health by 25% and apply a heal over 3 ticks. We also increased the damage versus off-balance by 25%.
Does it do any damage, or does it reduce target max HP by 25%? or?
Let me take a whack at it. On live, flame lash heals you with an instant and single large heal similar to the amount of damage it does (along with hitting the enemy) with no resource cost against off balance targets. The patch note indicates to me that they have turned that into a short HoT and additionally made it deal higher damage to off balanced opponents (25% more damage).
Asia_Skyly wrote: »Attorneyatlawl wrote: »... but on the whole I am very excited to see these and am hoping it brings back the combat that made me fall in love with ESO back in beta with longer fights allowing for tactics and more strategy instead of nearly action only rapid fire gameplay, and if luck holds, lag fixes! Ambivalence aside from needing to see how some of this plays out in game, I am extremely optimistic overall. If some of it stinks, it's hardly as if it can't be revised even once it goes live: MMOs evolve.
Regarding werewolves, they have needed to be worked on for ages, now. Neither the slotting nothing but being one for free stamina regeneration or the slot a skill for huge ultimate generation mechanics are good. Complaining about the change here is missing for forest for the trees.
I hope everyone can appreciate that there is a tremendous amount of work in here. Whether or not we agree with all of these changes, that is to be discussed, and hopefully impacted, before it goes live at the end of August. I can't wait to get home and get on the PTS!
I now learned that Siphoning Strikes will be 10 second buff you have to recast over and over and over and over. Anyone giving input on the PTS, please join me in protesting this skill-ruining change. Ugh...
Good news I guess is that means you only need it on one bar...of course for me on console that means another skill I have track without a timer because this game insists that timers would ruin immersion.
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.
Thanks for the effort!
I give it an overall score of... Drum Roll Please....
Abysmal. RIP Tanks. RIP WW. RIP Vamp. RIP Feedback. Surprise! No new mechanics to offset to loss of stamina regeneration while tanking.
>>>Shocked Face<<<
NO TESTING REQUIRED!
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.
@ZOS_GinaBruno
Thanks that is the quote I was referring to. Just to confirm this is a stacking consecutive increase(+33%+66%+100% etc) and the cooldown is 4 seconds as well just like bolt escape or does it have a different cooldown to reset the cost back to normal?
Thanks!
@Greatargonianelder I'm not entirely sure what you're getting at, but nothing here is any different than normal. In Cyrodiil, Level 10-49 players have always been scaled up to Level 50 (VR12).Greatargonianelder wrote: »I hope we get a veterinarian sever because a level 10 is now level 50. So what there saying is that you don't have to play the game because when you go to pts your a veterinarian so. All the people that worked to get to veterinarian good job but we don't care lets make your hard work for nothing.
What I don't get is we can't play on severs 1-49 but they can play on the veteran server. Know with the new update make a new charter get him or her to level 10 then join the vet sever and your a level 50.
A lot of my friends 346 of them do not like this update all we wont is to have vet servers. What we don't want is level 10 become level 50 when there going on the servers 1-14v severs. I know your trying to help low levels but making them level 50 that has mad a lot of people made.
No nirnhoned fix, no mace fix GG ZENI
Darkonflare15 wrote: »I now learned that Siphoning Strikes will be 10 second buff you have to recast over and over and over and over. Anyone giving input on the PTS, please join me in protesting this skill-ruining change. Ugh...
Good news I guess is that means you only need it on one bar...of course for me on console that means another skill I have track without a timer because this game insists that timers would ruin immersion.
Or you can look at the glow on your weapon and when it disappear activate the skill again.
Attorneyatlawl wrote: »Have to point out this patch note.... for awesomeness:
•Rushed Ceremony: The animation for this ability is now faster, resulting in the heal occurring sooner after the button is pressed. This ability will also no longer heal friendly critters. You’re on your own, deer!Thanks for the effort!
I give it an overall score of... Drum Roll Please....
Abysmal. RIP Tanks. RIP WW. RIP Vamp. RIP Feedback. Surprise! No new mechanics to offset to loss of stamina regeneration while tanking.
>>>Shocked Face<<<
NO TESTING REQUIRED!
You're right that no testing is required... since you already could have done it on livepretty much.
ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
BASE-GAME PATCH
Cyrodiil Updates
Several major updates are going into Cyrodiil this patch which will include reinforcement to Scroll Temples, Campaign changes, and quality of life adjustments.
- The Former Emperor buffs are being removed from the game.
Hmm. It could be a knee jerk reaction, but is being a vampire now just detrimental to the player? With the Supernatural Recovery passive requiring a slotted vampire ability. I feel like no one will really play vampires now?
"there is a difference between noone playing vampire and vampire sucking balls"
noob's logic
Hmm. It could be a knee jerk reaction, but is being a vampire now just detrimental to the player? With the Supernatural Recovery passive requiring a slotted vampire ability. I feel like no one will really play vampires now?
"there is a difference between noone playing vampire and vampire sucking balls"
noob's logic
Many people will still be Vampires and many will still play Stamina Nightblade, don't worry. Not as many as before because people have to play that FOTM spec.
@Crabby654 If you only use Vampire purely for the stamina/magicka regen and don't use any of the abilities, then yeah it's a detriment. It's in line with the changes they made to WW though, they want people to be a Vampire or WW and use the abilities, not just grab them for the passives without actually using any vampire abilities.
Unstable Core damage was increased by approximately 40% (we'll add this to the patch notes in the OP).tinythinker wrote: »How much more damage on Eclipse?Unstable Core (Eclipse morph): This ability now deals additional damage.
Yes, detection potions will let you see a Nightblade using Shadow Cloak. Note that the single target damage immunity on Shadow Cloak will not work if the enemy has revealed you with Magelight or Revealing Flare.will detect pots still work on disappearing NB's?
Yes, apologies. Taunt immunity will no longer be triggered if only one player is taunting the monster.MaximusDargus wrote: »During ESO Live events we were told there are going to be changes done to taunting, especially fixing taunt immunity. Cant find anything about it in PTS notes, @ZOS_GinaBruno is it going to be on PTS and is just missing from patch notes or this idea was dropped and wont be introduced to game?
"Halfwitte wrote: »Thanks for the effort! I give it an overall score of... Drum Roll Please....
Abysmal. RIP Tanks. RIP WW. RIP Vamp. RIP Feedback. Surprise! No new mechanics to offset to loss of stamina regeneration while tanking.
>>>Shocked Face<<<
NO TESTING REQUIRED!
No reason to eat (edited out profanity) to know it tastes bad.