Shokasegambit1 wrote: »@code65536
I don't PvP on my DKs. But even if I did, that is irrelevant.
Do you want to say with a straight face that a nightblade's 50 cost ultimate or a sorc's spammable overload restoring the full amount of resources is not stupidly broken?
DKs lol wow im done after this...
Ok so nightblades under dragon set 15% 7.5 out of 50 cost reduction 42.5 potentates set 10% 5 out of 42.5 to 38.5 ult. Potion every regain 20 ult every 60 seconds. Bloodspawn 15 ult over 9 seconds to make 3.5 ult. You would probably think what ult to use ? Soul harvest magic based, dragon set mag recovery, 4% healing taken, max health. Potentants set stam based stam rec, bloodspawn stam rec, witchmans stam rec, 3 wd, max health.
Where is the damage comming from sir ? I have already thought of that maybe he could have spammed an ult evry 8 seconds but they werent killing anybody ? Witchmans would have been a little better for sustainability yet would have lacked alot of damage. Reason why i tested all the sets out pre Witchmans. And went with 3 potentates 3 agility 2 bloodspawn and the final piece would have been witchmans. Ult cost 75 to 100 and 50 to 198.
And last but not least, they fixed the spammable broken bug over a year ago with overload. Please be a little bit more mathematical before assuming every set that you hear as a rumor is broken, or bugged.
"Dropping mic"
How is the scaling of these armour sets with the ultimate?
so if what it says is based of 250 ultimate, if I use a 50 ultimate skill it will only proc for 20% of what is written? dont these have a cooldown timer also? If so, can the cooldown timer be scaled too?
asneakybanana wrote: »asneakybanana wrote: »Come on @ZOS_Finn @ZOS_RichLambert this is such a lazy approach and will destroy the economy even more than is already being done with everything becoming bop. The inflation that this is going to cause will be ridiculous. Pots will skyrocket in price and gold tempers will go from a ridiculous price that they're at now to almost unaffordable. Sure in the short term it will work fine because players will have some sort of income, however every single trials run will basically just be printing 120k gold and adding that to the economy where as if you gave us an item to trade to other players such as maybe flowers or so that we can either keep them and make pots or sell them to other players for gold it would be a much better solution. Instead of just causing inflation it will cause the price of pots to drop since mats will be easier to acquire and the people running trials will still be able to make money from them but just from other players with gold that is already in the economy instead of from a vendor creating new gold. As it is right now there is nothing to take gold out of the economy instead it just flows from one player to another. There is no tax or item that you need to buy from npcs for gold. Please reconsider this change and dont let it go live. Even if you need to remove any sort of income from vet trials for a period of time I would rather see that than a system that will ruin the economy in the long run.ZOS_GinaBruno wrote: »Undaunted Plunder
We've heard your feedback regarding the inability to make money by running Veteran Trials, and added Undaunted Plunder to the Veteran mode of all Trials.
- By defeating bosses in the Veteran-mode Trials, you'll earn Undaunted Plunder – valuable items that can be sold to merchants for 1000 gold each.
- Each boss you defeat will drop an increased amount of Undaunted Plunder that you can sell.
- We're continuing to keep an eye on these rewards, and will continue to adjust them as needed.
I see it as another way to make money by playing instead of mindless farming/making pots.
The same argument could be said of when stealing came out/pvp gained that magickal trader but the price per stack/item of the most important raid/pvp items has always stayed within the 10k-30k range based on an available stock/need ratio.
In the end, the zones being open to all will either increase the price of goods or decrease them, not if raiders gain a Unique way to earn gold inside their preferred location. This will be good for the economy.
How does the magical trade which takes gold out of circulation because it allows people to spend large sums of gold at an npc for something useful compare to making large sums of gold at an npc for 0 use? They are actually polar opposites lol. Also the rate at which gold is added into circulation from stealing is nothing compared to the rate that it will be from trials. A solid raid group can complete aa and hrc in ~30-45 minutes, lets say at minimum each complete is going to give people in the raid 10 items to sell so 10k gold. multiply that by 12 for 12 raiders and thats 120k. Most raid guilds will run the trials at least 2 if not 3 or more times on raid nights. So lets say an average of 3 runs thats 360k from just one guild running trials. Now multiply that by 2 or 3 for the average number of raid days and hats 1m gold from just one group running trials being added into circulation every week and then multiply that by however many guilds run trials which is quite a few and you end up w/ a pretty extreme amount of gold being added into circulation every week. I estimate the amount of gold made in trials every week to be about 10x the gold that will be made in pvp from rewards of the worthy gold and vendoring the gear.
I am extremely disappointed by this approach that ZOS took. The gold that raiders currently "make" and the gold PvPers "make" are all gold given to them by other players in the player-to-player economy. Direct gold injection is absolutely the wrong way to solve the problem.
Instead of Undaunted Plunder, we should instead get Undaunted Supplies, a satchel containing alchemical ingredients, repair kits, and a chance at a gold crafting mat. Things that are directly useful and can be traded for gold on the player market.
Silver_Strider wrote: »Gilliamtherogue wrote: »Cruel Flurry (Maelstrom Dual Wield enchantment): Reduced this enchantment’s bonus to Weapon and Spell Damage on your next single-target damage over time ability to 2003 from 3096.
Why are all stamina DPS based classes being nerfed instead of just Dragonknights? No one is pushing numbers like them, and you've effectively reduced Stam DPS to the point where you can only be a DK to stay relevant.
While I agree with StamDK needing a nerf, I disagree with the rest of your comment.
With the nerf to Cruel Flurry, other stamina builds are now more in line with most magic builds (#Sorclivesmatter), meaning the game is slowly becoming more balanced than it was previously. Stamina Builds still have more damage overall than magic but it's a step in the right direction.
Stamina DPS has to deal higher damage than magicka DPS to be viable. They have way more risk in trials.
Wolfchild07 wrote: »ZOS_GinaBruno wrote: »[*]Infernal Guardian: Fixed an issue where this item set’s mortar damage would target players and monsters that were not already in combat with you.
I understand why this change was made for PvP, but why for PvE? It's not as fun now.
Silver_Strider wrote: »Gilliamtherogue wrote: »Cruel Flurry (Maelstrom Dual Wield enchantment): Reduced this enchantment’s bonus to Weapon and Spell Damage on your next single-target damage over time ability to 2003 from 3096.
Why are all stamina DPS based classes being nerfed instead of just Dragonknights? No one is pushing numbers like them, and you've effectively reduced Stam DPS to the point where you can only be a DK to stay relevant.
While I agree with StamDK needing a nerf, I disagree with the rest of your comment.
With the nerf to Cruel Flurry, other stamina builds are now more in line with most magic builds (#Sorclivesmatter), meaning the game is slowly becoming more balanced than it was previously. Stamina Builds still have more damage overall than magic but it's a step in the right direction.
Stamina DPS has to deal higher damage than magicka DPS to be viable. They have way more risk in trials.
ZOS_GinaBruno wrote: »
Undaunted Plunder
We've heard your feedback regarding the inability to make money by running Veteran Trials, and added Undaunted Plunder to the Veteran mode of all Trials.
yay now we are capable of making gold again! now if i could just find something to spend it on.
Silver_Strider wrote: »Gilliamtherogue wrote: »Cruel Flurry (Maelstrom Dual Wield enchantment): Reduced this enchantment’s bonus to Weapon and Spell Damage on your next single-target damage over time ability to 2003 from 3096.
Why are all stamina DPS based classes being nerfed instead of just Dragonknights? No one is pushing numbers like them, and you've effectively reduced Stam DPS to the point where you can only be a DK to stay relevant.
While I agree with StamDK needing a nerf, I disagree with the rest of your comment.
With the nerf to Cruel Flurry, other stamina builds are now more in line with most magic builds (#Sorclivesmatter), meaning the game is slowly becoming more balanced than it was previously. Stamina Builds still have more damage overall than magic but it's a step in the right direction.
And nothing done for the magicka DK in terms of buffs or fixes the heals from Dragon Blood....nice.
Guess its time to re-reoll a whole new char then.
eserras7b16_ESO wrote: »Silver_Strider wrote: »Gilliamtherogue wrote: »Cruel Flurry (Maelstrom Dual Wield enchantment): Reduced this enchantment’s bonus to Weapon and Spell Damage on your next single-target damage over time ability to 2003 from 3096.
Why are all stamina DPS based classes being nerfed instead of just Dragonknights? No one is pushing numbers like them, and you've effectively reduced Stam DPS to the point where you can only be a DK to stay relevant.
While I agree with StamDK needing a nerf, I disagree with the rest of your comment.
With the nerf to Cruel Flurry, other stamina builds are now more in line with most magic builds (#Sorclivesmatter), meaning the game is slowly becoming more balanced than it was previously. Stamina Builds still have more damage overall than magic but it's a step in the right direction.
Yes, Stamina builds still will do more damage but think about it: Stamina builds are a lot weaker (they die more) and they're played melee. They SHOULD be stronger or we'll be back on only magicka players in Trials.
Undaunted plunder:
Vet mode cp 10 and vet mode cp 160 give the same amount of plunder?
From lvl 3 motif farm runs to low cp lvl gold farm?
timidobserver wrote: »
ZOS_GinaBruno wrote: »
Survey Reports
- Survey Reports are no longer unique items, and now stack to 200. Only one Survey Report will be used each time you approach and harvest the associated survey report site.
Could the same be done with Treasure Maps ?ZOS_GinaBruno wrote: »
Survey Reports
- Survey Reports are no longer unique items, and now stack to 200. Only one Survey Report will be used each time you approach and harvest the associated survey report site.
(they are on PTS still considered as unique items, preventing stacking)
Shokasegambit1 wrote: »Could the same be done with Treasure Maps ?ZOS_GinaBruno wrote: »
Survey Reports
- Survey Reports are no longer unique items, and now stack to 200. Only one Survey Report will be used each time you approach and harvest the associated survey report site.
(they are on PTS still considered as unique items, preventing stacking)
Ummm what would be the point of a "Treasure Map" if it dropped pointless stuff. Its a TREASURE MAP, plus if you read the patch notes for 2.6.0. You would have saw that the quality of the item is scaled of your ledgerman.
It should awlays drop a unique item in alot of players eyes or treasure maps would be worthless and ZOS wouldn't have them ?
It wouldn't be no fun to get maps in the crown store or find the them. Or purchase them in a guild trader if you got poop items. I think the argument is you dont want to increase an additional skill line to get a great item.
The point is some people like to go on treasure hunts, and see if they will get a great item to use. Its great for the economy of the game and also makes treasure maps useful again.
Thank you @ZOS_GinaBruno
Shokasegambit1 wrote: »Could the same be done with Treasure Maps ?ZOS_GinaBruno wrote: »
Survey Reports
- Survey Reports are no longer unique items, and now stack to 200. Only one Survey Report will be used each time you approach and harvest the associated survey report site.
(they are on PTS still considered as unique items, preventing stacking)
Ummm what would be the point of a "Treasure Map" if it dropped pointless stuff. Its a TREASURE MAP, plus if you read the patch notes for 2.6.0. You would have saw that the quality of the item is scaled of your ledgerman.
It should awlays drop a unique item in alot of players eyes or treasure maps would be worthless and ZOS wouldn't have them ?
It wouldn't be no fun to get maps in the crown store or find the them. Or purchase them in a guild trader if you got poop items. I think the argument is you dont want to increase an additional skill line to get a great item.
The point is some people like to go on treasure hunts, and see if they will get a great item to use. Its great for the economy of the game and also makes treasure maps useful again.
Thank you @ZOS_GinaBruno
asneakybanana wrote: »timidobserver wrote: »
hard mode should just drop that 10k collectible.