ZOS_GinaBruno wrote: »UI
Guild Functionality
[*]Only members with proper Guild Trader permissions will now have the ability to view guild history events relating to guild kiosk bid refunds and purchases.
Many visible gaps, seams, clipping and texture issues were fixed for both Crown Store and in-game costumes and armors, with several specific examples called out below.
Hardy: This ability now reduces Poison, Disease, and Physical Damage dealt to you, instead of Poison, Disease, and Magical Damage.
Thaumaturge: This ability now increases the damage done by damage over time effects, instead of increasing Poison, Disease, and Magic Damage.
@ZOS_GinaBruno has the ability to boost Poison and Disease damage been removed from the Champion System now if I'm understanding correctly?
I would expect these to be included in Mighty given the changes to Elemental Expert but it is not mentioned anywhere in these PTS Patch Notes. Boosting the damage of damage over time effects does not cover all instances of Poison or Disease damage and I am unsure if this is an oversight or intended change.
Joy_Division wrote: »Will test this out later.
Two questions.
1. Brian Wheeler mentioned we would be able to remove home/guest campaign for the Alliance war and remove cross Alliance Restrictions for home/guest considerations. Are these still happening? Did I miss them in the notes?
2. Confused by the changes to sorcerer pets:"Summon Winged Twilight:
This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability.
Note that the pet will still be desummoned if you switch ability bars without slotting it.
Am I understanding this correctly in that if I summon a pet and then switch my weapon ... it unsummons? I think this defeats the point of making it untoggleable.
Uhoh,that's not good.Having to cast to use your pet?/ Like throwing a spell? How long will they stay with you then?They are supposed to be with you unless you toggle them off.This wont please Sorcerers.
AverageJo3Gam3r wrote: »
Refuse2GrowUp wrote: »Looks to me like a lot of 'balance' changes are made for PvP without much regard for PvE. Some skills cut down to 6 vice 20, yet Trials are 12 man groups?!
Johngo0036 wrote: »Light Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your level, instead of granting a percentage increase to Physical Resistance.
Heavy armor focus and Medium armor focus -
Do these take into account how many pieces of each you are wearing?
Refuse2GrowUp wrote: »Also, don't understand the Breath of Life nerf?
Those who complete Cadwell’s Gold will receive a special item that you can perhaps wear on your head…
Moonshadow66 wrote: »Rapid Maneuver:
"This ability and its morphs now only affect your group, instead of any friendly nearby ally."
Yes! YES! FINALLY! THANKS!
timidobserver wrote: »I haven't read the notes thoroughly yet, but I do think Templar win the award for the largest single class nerf in the patch notes.
From what I can see, Templars didn't get nerfed at all aside from BoL.
Aside from the change to path, Nightblades got nerfed all around (but not unreasonably.)
MountainHound wrote: »Nice changes. I feel the Magika DK will be back agin to some extent
Just some clarification:
"Rapid Maneuver:
This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
This ability and its morphs now only affect your group, instead of any friendly nearby ally.
Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets."
So If I heal, I would lose rapids?
If not
If I heal and I have that set that increases weapon/spell damage, would that remove rapids?
Refuse2GrowUp wrote: »Looks to me like a lot of 'balance' changes are made for PvP without much regard for PvE. Some skills cut down to 6 vice 20, yet Trials are 12 man groups?! Also, don't understand the Breath of Life nerf?
I am excited about some of the changes, and quite worried about others. I know this is the first iterations of patches. I look fwd to seeing what the live product will be. Also look fwd to seeing info about the new sets
Bah nothing good for stam sorcs.
notimetocare wrote: »Missing NB nerfs, *** notes.
Sorry to be another one adding to the infinite line of questions, but is there any word on scaling of old Trials/vDSA or at least the weekly rewards to v16, ZOS_GinaBruno? I was under the impression some changes to that were considered for this patch, was I mistaken?
I can speak to this. We are working on getting the ability to scale trials and DSA but that is not in this patch and we do not have any other solid information other than it is something we want to do and are actively persuing it. The Weekly reward for Trial of the week will be VR16 versions of the new sets from Maw of Lorkhaj.
Joy_Division wrote: »Will test this out later.
Two questions.
1. Brian Wheeler mentioned we would be able to remove home/guest campaign for the Alliance war and remove cross Alliance Restrictions for home/guest considerations. Are these still happening? Did I miss them in the notes?
2. Confused by the changes to sorcerer pets:"Summon Winged Twilight:
This ability and its morphs are no longer toggle abilities; instead, they are now normal casted abilities. The first activation will summon your pet, and when morphed, the second activation will cast the pet’s special ability.
Note that the pet will still be desummoned if you switch ability bars without slotting it.
Am I understanding this correctly in that if I summon a pet and then switch my weapon ... it unsummons? I think this defeats the point of making it untoggleable.
Uhoh,that's not good.Having to cast to use your pet?/ Like throwing a spell? How long will they stay with you then?They are supposed to be with you unless you toggle them off.This wont please Sorcerers.
No real sorc uses pets, unless it's 20 sorcs in pvp on a clanfear nation run, but other than that; they're useless.