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Abilities that need Fixes/Balancing/Improvements.

Gunavar
Gunavar
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Changes made because people can't read and want to split hairs in accordance with "MMO common law"

Post bugs, tooltip errors, and major balance problems only now.

General Problems

Weapon Power/Spell Power and Crit: In general, most weapon skills scale with weapon power, stamina, and weapon crit. In general, most class abilities scale with spell power, magicka, and spell crit. However, several melee class abilities scale with magicka and spell power but use weapon crit. Is this intended? On the flip side, some weapon abilities (I'm looking at you puncture) scale with magicka and spell power. This needs to be uniform, there needs to be an indicator for what an ability scales with. Also some of the magicka scaling melee abilities are resisted by armor and some by spell resistance. WHAT? That's awful design that keeps the player clueless.

Attack speed and what it affects should be clarified. Some things benefit from it, some do not. Needs uniformity.

While awesome, animation cancelling with Block really shouldn't be a thing.

Characters will somtimes break and be unable to execute any abilities. Pressing ESC several times often fixes the problem. Occasionally, the problem is only fixed through relogging.

Heal targetting can be a nightmare especially in encounters where you have npcs or companion pets. Heals will often hit companion pets or npcs instead of players. If you don't have a player perfectly targetted, the heal often won't hit them. Removing the ability of heals to hit companion pets, npcs, or adding a defensive target would fix many of these issues.

Specific resistances (fire, poison, etc.) should be displayed on the character sheet. While we're on the subject what is disease resistance and why is it different than every other resist in values.

Bolstering often reduces armor and other stats if you are not yet 50 especially bonus stats granted from abilities.

Stats that actually affect healing would be pretty cool.

Skill EXP bugs Skill lines sometimes become bugged and unable to gain any skill line experience.

Respecs Upon a respec, a skill may not be refunded. If this happens, the skill point is still invested in the skill but the skill becomes unusable and no points may be put into the skill. This means that the skill may not be used, advanced, or morphed.

ALL STEALTH PASSIVES STOP WORKING IF YOU DIE AND YOU HAVE TO TRIGGER A LOADING SCREEN TO MAKE THEM WORK

Templar

Numerous visual bugs with abilities.

Aedric Spear

Focused Charge: Puts you as close to the enemy as possible rather than at the edge of their hit box.

Spear Shards: AoE targeted but disorients a single enemy in the AoE. Unless there is one enemy in the AoE, you aren't going to be able to pick your disorient target. It's just a roll of the dice. It would be better as a group snare, or knockdown, or even make it disorient your current target if that target is in the AoE.

Dawn's Wrath

Solar Barrage: Visual bug where it creates a border of light around your screen. (Reported by aaron)

Backlash (and all morphs): Some general weirdness with the damage storing effect. Some sources seem to count to it and some don't. Seems to store up less than the listed amount.

Restoring Light

Honor the Dead: Only restores mana if the target is under 50% at the end of the hot. The tooltip makes it sound like it should restore this mana at the first of the heal not the end. Restoring at the end of the ticks is pretty bad design and largely useless.

Breath of Life: The smart heal component isn't so smart. It often heals full hp targets, companion pets, or npcs in the area over players. It shouldn't ever hit npcs or companion pets over low health players.

Restoring Aura: Because of soft caps, the activate will never give 80% or even 50%. If this ability could cause health regen to bypass the soft cap for the duration, it would significantly improve the ability. Or if it just placed a flat hot like many other similar abilities.

Repentence: Beams of light similar to those when will frequently randomly hit the player from miles away even when the ability isn't activated. They don't seem to restore anything.

Healing Ritual: As with all AoE heals, the healing component is often broken by slight height differences (ramps), small objects, and lots of things between the healer and the target. This should always heal anyone within the area of effect.

Cleansing Ritual (and all morphs): Only the first tick of the healing area actually works. The other ticks do not activate unless you run out of the aoe and run back in.

Nightblade

Assassination

Teleport Strike: Animation will play but ability will fail.

Mark Target: Lots of reports of the penetration not working. Some say it has been fixed and works now but not as it should. Just needs some investigation and maybe a dev comment on its status.

Pressure Points: Appears to be nonfunctional or only giving small amounts of crit regardless of number of abilities slotted. Or doesn't affect tooltip.

Haste: Doesn't seem to work with bow.

Shadow

Shadow Cloak: Fails constantly.

Veiled Strike: Reports of it not activating. Even if it activates, the stun often doesn't fire.

Concealed Weapon: Some weirdness about the stealth increase. Reports of it not working. Reports of the speed being based on if you had it slotted when you stealth. Deserves a look either way.

Siphoning

Siphoning Strikes: Seems to be returning less healing that the tooltip indicates.

Cripple: Reports of it not properly leeching speed.

Dragonknight

Several abilities scale based on health rather than magicka or stamina however nothing in the tooltip would indicate this.

Ardent Flames

Molten Whip: The slotted passive has no way of telling it really work other than comparing damage before and after because it doesn't affect the character sheet. Even when charting out the numbers, it seems to not work.

Sea of Flames: "The Dragonknight skill Sea of Flames in Ardent Flame says "Enemies who die in Sea of Flames restore x Magicka to player." Killing enemies in sea of flames or by sea of flames restores no magicka." (Reported by Grithok) -Works some times but often doesn't.

Sorcerer

Ball Lightning: Does not absorb projectiles properly.

Two Handed

One Hand and Shield

Puncture: On several mobs, the "This mob is too powerful for that effect" message pops up when using puncture. Generally, this means the debuff doesn't work on them. This isn't very clear because of the terrible state of buff/debuff tracking. Additionally, there doesn't seem to be a lot of uniformity on what the debuff does and doesn't work on. Some bosses can be debuffed, some can't.

Low Slash: See above comment about debuffs.

Battlefield Mobility: Seems to no increase movement speed or at least not on all character.

Invasion: The tooltip should indicate the maximum and minimum duration based on range.

Dual Wield

Twin Blade and Blunt: Doesn't seem to affect weapon critical when using daggers. Or if it does, does not affect critical tooltip. Either way, needs some clarification

Bow

Restoration Staff

Something on this skill tree should tell people that heavy attacks restore mana because that's very unclear.

Grand Healing: The AoE is 50% larger than the reticle and graphic.

Cycle of Life: Really unclear tooltip. Should say "Increases damage by 1%" instead of "Deals 1% Damage"

Light Armor

Medium Armor

Athletics: "Increases sprint move speed by 2% and the stamina cost of roll dodge by 2% per piece of medium armor equipped. Current bonus : X%" Does this increase the cost of dodge roll or decrease it and is just really badly worded? (Reported by Grithok)

Heavy Armor

Soul Magic

Vampire

Vampire Ult cost reduction from stages doesn't seem to last through zoning and various other situations.

Dark Stalker: Passive removed by death. Must trigger a loading screen or relog to fix.

Werewolf

Werewolf Transformation: Takes a ridiculous amount of ultimate for a lastluster gimmick transform that doesn't do that much and lasts a really short period of time. Increase the duration, make it a toggle, make it give a passive buff when just on bar, really anything to make it less garbage.

Leader of the Pack: Any action can bug it and cause you to shift out of form prematurely.

Pounce: If a target dies while you are pouncing it, you can become stuck in the pounce animation and unable to do anything until you shift out.

Fighter's Guild

Silver Lash: Takes two activations to do the pull with a high stamina cost. Activating the pull should be cheaper or free to make it a viable choice.

Ring of Protection: 25% health regen is pretty poor because of the soft cap. If this (and regeneration for other skills) bypassed the softcap, they would be much more viable choices.

Expert Hunter: Doesn't work with other abilities that have similar damage procs like Lightning Form and Lightning Pool. Also, really needs an indication where it refreshes because it's impossible to know if it's still up unless you see the procs.

Bounty Hunter: The quests are boring and have really poor rewards. Should be reworked.

Mage's Guild

Meteor: Doesn't count as a slotted ability for Magicka Controller.

Mage Light: The crit sometimes fades upon death and must be recast to fix.

Degeneration: Doesn't seem to be tracked in such a way that the heal from it can be properly parsed so it's difficult to tell how useful it is.

Undaunted

Racials

Imperial

Red Diamond: Seems to activate way more than 10%.

Enchanting

Enchanting leveling is the worst grind imaginable. Rune discovery grants a decent amount of experience but actually crafting a run often grants less than half a % even if it's the highest tier you can make. The only way to level enchanting is to disassemble dropped glyphs or glyphs made by others. However after a certain point (around 30) these gives so little experience that it takes 100 or more to level. The exp values for this skill really need to be examined.

Glyphs should show both the bonus they give to a large piece of gear and a small piece of gear.
Potion cooldown reduction glyphs are non-functional.

Provisioning

Item drops by tiers are a bit screwy. The fourth zone of each faction (Alik'r for DC) drops level 40 provisioning materials despite that zone being largely level 30 content. The final zone drops level 50 provisioning mats despite being pre-50 content. 50 materials drop in all subsequent content as well. The fifth zones should probably drop level 40 mats and 50 mats should be reserved for Cryodil, Coldharbor, and Vet content.

Speaking of Vet content, Vet zones usually drop the provisioning mats that the non-vet version would drop.

Mundus Stones

General problems with all Mundus stones. I'll go into details later. Also the divine trait doesnt' work properly with all stones

The Shadow: Gives 1% increased crit damage. That's a really small number.

The Steed: Divine trait actually reduces the bonus from the Steed stone. Sometimes the Steed stone sticks even after you change stones and zone.

Final Thoughts

This is a work in progress and will be updated regularly. I have some players writing up problems for every section that is currently missing and will be fleshing them out soon.
Edited by Gunavar on 21 April 2014 00:47
  • Gunavar
    Gunavar
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    Reserved for later.
  • aaron.m.molineb14_ESO
    There are all kind of visual glitches on the templar. Solar barrage creates a light border on your screen that doesn't go away. Focused charge puts you on top of the enemy, which is a terrible place to be in the beginning of a fight. The restoration staff also has a habit of turning into a blinding ball of light that brightens half the screen when you have it out.
  • templar_von_midgard
    Actually, Shadow Cloak and Teleport Strike work as intended.
    Teleport Strike: you need direct LOS to the target.
    Shadow Cloak: it doesn't work if you take damage while entering invisibility.
    Veiled Strike: It crits only while you are sneaking/using Shadow Cloak
    Mark Target: works like a charm for me.

    Add to the list:
    On creatures which a resistance CC the DoT portion of the Ability also fails.
  • rviacrozeb16_ESO
    nice post, this list is huge, the problem is that all of theses bugs are here since the beta, and already have been reported, but nothing happens

  • Grithok
    Grithok
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    The medium armor passive, Athletics, reads as follows.

    "Increases sprint move speed by 2% and the stamina cost of roll dodge by 2% per piece of medium armor equipped. Current bonus : X%"

    It doesn't make sense that medium armor is increasing stamina cost of roll dodge.
    Edited by Grithok on 19 April 2014 12:40
  • Grithok
    Grithok
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    The Dragonknight skill Sea of Flames in Ardent Flame says "Enemies who die in Sea of Flames restore x Magicka to player." Killing enemies in sea of flames or by sea of flames restores no magicka.
  • Gunavar
    Gunavar
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    Actually, Shadow Cloak and Teleport Strike work as intended.
    Teleport Strike: you need direct LOS to the target.
    Shadow Cloak: it doesn't work if you take damage while entering invisibility.
    Veiled Strike: It crits only while you are sneaking/using Shadow Cloak
    Mark Target: works like a charm for me.

    Add to the list:
    On creatures which a resistance CC the DoT portion of the Ability also fails.

    Teleport Strike sometimes fails with a straight LOS. Shadow Cloak will fall off even if you don't take damage. And Mark seems to work when if feels like it for some people. Same with Veiled. See my comment about abilities not functioning uniformly in every situation. Even if it's working right 95% of the time, the 5% should still be reported.

    I'm assuming that you mean "When a creature resists the CC of X ability, the DoT portion of the ability also fails." Do you mean a single ability and if so which ability? If not, do you mean all abilities?
    Edited by Gunavar on 19 April 2014 13:02
  • Comaetilico
    Comaetilico
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    @Gunavar sorry mate but is this tread about non working abilities or about your personal tought on abilities? many of your comment about abilities are totally personal... and many of the spel you list as useless or really situational are in the eyes of other players really usefull abilities... your really subjective in your analisis and that eally help really little...

    a few example:

    sorc (I'm going with my own class because is the one I'm most familiar with)

    conjured word; not really situational... with the morph for increased shield on self it generate a 900 hp shield on self, one of the spell I almost never remove from by bar in VR content and I'm not even using any pet... in some PvE dungeon I even consider it a must have skill (for example last boss of VR spindelclutch or banished cell it really makes thing much easier... actualy every time there is a non avoidable damage on non tank it turn out to be a realy good skill that can make the difference between being one shotted or not if you miss the timing of a block or have taken some damage right before the big hit).

    dark exchange; I get that you never talked with a sorc healer... that skill is one thing almost every sorc healer will never run without and it still is usefull for non healers.

    lightning form; is not the skill that is bugged but is how uplevel work in cyrodill... most of you stat are locked and you can't increase them... spell resist is an exception and that is why you see it increase... this apply to every armor increase skill... once you hit 50 the uplevel stat block is removed and you use your actual stat and all the stat increasing spell start working as intended even there.

    surge; you never tested critical surge right? there is plenty of melee sorc that live by just by using this skill.... it is almost on the edge of being OP.




    with this said... I think that you are better having multiple tread if you want to report non working skill AND unbalanced skill... non working skill are an objective fact... unblanced skill are often subjective (there is a few exception such as the sorc teleport that is actualy a too strong escape skill and there is only a few sorc that still try to defend it... and again I'AM a sorc and have no problem saing that this skill is OP in it's actual form and have already reported it as such ^^').

    By mixing the 2 argument in one tread you will probably have a big raket on your hand with opinion about what is balanced and what not mixed with actual bug report... and the chance for the tread to turn into a flame festival about nerf is pretty high making the tread no more constructive ^^

    hope this is helpfull ^^
  • Gunavar
    Gunavar
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    .

    Edited by Gunavar on 19 April 2014 22:00
  • Valyndras
    Valyndras
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    Templar:
    - Restoring Aura/Radiant Aura/Repentance: When activated: Increase the health and stamina regeneration of nearby allies by an additional 80% for 6 seconds.
    -> Due to overcharging, you'll never get the full 80% additional regen. (rather 50% or 40%) Even when you don't even have a single enchantment/skill point/etc into stamina/health regen.
  • ThatHappyCat
    ThatHappyCat
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    Some of what you posted don't seem to be real bugs/balance issues and/or are your personal thoughts.



    Spear Shards: It does disorient a (seemingly random) target when used on multiple enemies. I agree it needs changing, but it does in fact work.

    Sun Fire: Why is this considered an issue? One of the morphs is called "Vampire's Bane", it should be very obvious the fire damage is intended.

    Cleansing Ritual: I don't see any issue with this or its morphs. The HoT works fine.

    Daedric Curse: This is purely your opinion. There's no real issue with this skill being in this skill line.

    Conjured Ward: Ditto.

    Crystal Shard: This applies to a lot of skills and appears to be intended. Otherwise what's the point of the shield.

    Rune Prison: Disorient in general is a defensive effect. It takes one enemy out of action for a very long time, allowing you to engage multiple enemies with more ease; or it can disable an enemy for you to create distance/regenerate resources/prepare buffs/escape.

    Dark Exchange: It lets Sorcs recover pretty rapidly, which goes hand-in-hand with their superior mobility.

    Daedric Mine: Some people swear by it for PvE boss fights.

    Blood Magic: Opinion.

    Mage's Fury: It's an execute, what's so weird about it?

    Energized: It's a passive, most passives don't give that huge a boost. You could say the same thing for a lot of passives...
    Edited by ThatHappyCat on 19 April 2014 19:26
  • Gunavar
    Gunavar
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    .
    Edited by Gunavar on 19 April 2014 22:00
  • Comaetilico
    Comaetilico
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    Gunavar wrote: »
    I could point out that there are better/cheaper abilities that do all the things you like about those and that's why they are listed as having a balance problem (Equilib instead of DE for example). However you are partially correct. People will always defend abilities despite obvious inadequacies with them so I'll just post glaring balance issues and leave the meta-balancing out as to avoid posts exactly like the one you just posted because I don't want to argue every post about how balancing should work.

    equilibrium better than DE... not for an healer since equilibrium is either bugged or have a missing part in the skill description (and is that way since beta)... but it actualy prevent self heal for some seconds after cast (potion are not effected but casted spell from the caster himself will not heal him) and since you are the one that heals your self and other it mean that you will note get heals for some seconds after casting a spell that inflict damage on you... pretty a bad idea for an healer if you let me say so ^^' also as a healer you got limited use for stamina (aside from blocking but you'r not being constatly hit so you consume little of it and with morph DE consume 12% stamina only per tick leaving lot of stamina left for either block or even a CC break) it also double as a self heal that not only don't consume magika but also restore it... for a healer it is a heaven sent skill... for a dps equilibrium may make the cut since it restore more magika than a single tick of DE and you'r already dependant of outer source for healing but DE also offer HP recovery and if you'r not on a stamina build it still sound pretty functional and don't expose yourself to additional damage during fight that already expose you to collateral damages...

    better self shield than hardened ward? I would like it pointed out... since the only shield I've seen capable of generating something higher than a 900 point absorb shield is the one from resto staff... but in order to do so it require the target to be at low health (shield efficency is increased up to 300% based on missing health... and the base value is around 300 so at maximum efficency it can compete with hardened ward... but with the extra requirement as explained...)

    better "weapon damage" buff than surge? there is only 1 other skill with this effect avaible to sorc... that is momentum from 2 h line BUT the buff only apply while actualy wielding a 2h... it persist trough weapon swap but will not increase your weapon damage if you are wielding any other kind of weapon... the buff will pop back up once you switch back to the 2h weapon... that is the only "long duration" buff for "weapon damage" all other buff are either single use or boost the final damage but will not influence anything other than damage values (so buff, heals, shield or other effect based on "weapon damage" will not get boosted by thigs like "flawless dawnbreaker") and it also add an exception self heal with critical surge morph... really try it with a medium armor and phisical weapon or light armor + inner light combo... the amount of self heal generated by it really is amazing


    again... the fact that IN YOUR OPINION a skill is not good doesn't make it a no good skill or a situational skill... and as you can see this tread is already turning into a discussion about who is right on considering a skill UP or OP and not on a discussion on bugged or not working as intended skills...
  • Gunavar
    Gunavar
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    []
    Edited by Gunavar on 19 April 2014 21:59
  • Comaetilico
    Comaetilico
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    Gunavar wrote: »
    Which is why you should have read the thread one more time before posting your grammatically incorrect and unintelligible rant. I will no longer give any feedback on sorc skills nor will I discuss anything other than clearly screwed balancing. Go back to your bolt escape circle-jerk now.

    lol... quite the mature way of handling people that don't have the same oponion as you...

    PS: if you look at my first post you can see as I said that blink is one of the few CLEARLY OP skill that only a few people can argue about... but let's ignore it... it's easier to dismiss people with false accusation only because they say something you don't like ^^

    PPS: I just sat down in a cleansing circle casted by a friend... I see tick every second without moving an inch. Are you checking "on screen numbers" or only the combat log? If it's the second let me tell you that the combat log addon (cls) sometimes have problems handling recurring heals such as regeneration and grand healing (it is a non consistent problem, sometime it report them sometime not), never tested with purifing circle but it can be the same.
  • Gunavar
    Gunavar
    ✭✭✭
    I'm looking at my health bar and it doesn't move past a single tick. Only a single tick shows on the screen and in the log. It absolutely is not healing me for anything more than a single tick. It's possible that it is healing others more regularly than yourself but I have group members report that it often doesn't work.
  • ThatHappyCat
    ThatHappyCat
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    I'm not seeing any bugs with Extended Ritual. It works perfectly fine for me: the combat logs shows numbers that correspond to ticks on my health bar, which is definitely separate (and much larger) than my natural regen.
    Edited by ThatHappyCat on 20 April 2014 03:57
  • Sleepydan
    Sleepydan
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    This is a labor of love focused on the real problems with gameplay! I salute you sir.
  • Gunavar
    Gunavar
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    I'm not seeing any bugs with Extended Ritual. It works perfectly fine for me: the combat logs shows numbers that correspond to ticks on my health bar, which is definitely separate (and much larger) than my natural regen.

    Might just be Purifying that is bugged but I'm definitely only seeing one tick 2 seconds after it is cast.
    Edited by Gunavar on 20 April 2014 06:36
  • Koensol
    Koensol
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    ✭✭
    -Spear shards sometimes doesn't work. The animation fires but the spear doesn't land and no dmg.

    -The damage effect from solar barrage doesn't work on puncturing strike/sweep. On all other attack the yellow glow around the npc disappeares, but not with this ability for some reason.

    This is what I have for now.
  • Hearts
    Hearts
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    Sorcerer - Ball of Lightning, does not absorb spell projectiles for 6.5 seconds.

    Mages Guild - Mages light, sometimes the crit chance disappears so you have to recast it.
    Edited by Hearts on 20 April 2014 16:17
  • Gunavar
    Gunavar
    ✭✭✭
    Updates made.
  • Joeman21
    Joeman21
    Templar
    Aedric Spear
    I have a bug that keeps my Aedric Spear line from gaining XP and Leveling up
  • SexyVette07
    SexyVette07
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    Some really good info here, some things I wasnt even aware of. The shadow mundus really does only give 1% crit? So even with a full mundus trait set, youll never get to 2% Wtf. Might as well go pick up the warrior stone. Btw, it sucks that the thief stone only gives melee crit.


    Edit; Expert Hunter, when active, will make your weapon glow very bright. Its very noticeable. However, I agree, there should be a timer somewhere for how long it has left since it continually refreshes.

    Why can we not have short term buff tracking???
    Edited by SexyVette07 on 21 April 2014 10:40
  • SexyVette07
    SexyVette07
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    better "weapon damage" buff than surge? there is only 1 other skill with this effect avaible to sorc... that is momentum from 2 h line BUT the buff only apply while actualy wielding a 2h... it persist trough weapon swap but will not increase your weapon damage if you are wielding any other kind of weapon... the buff will pop back up once you switch back to the 2h weapon... that is the only "long duration" buff for "weapon damage" all other buff are either single use or boost the final damage but will not influence anything other than damage values (so buff, heals, shield or other effect based on "weapon damage" will not get boosted by thigs like "flawless dawnbreaker") and it also add an exception self heal with critical surge morph... really try it with a medium armor and phisical weapon or light armor + inner light combo... the amount of self heal generated by it really is amazing

    Wait a tick, Flawless Dawnbreaker wont increase healing spells? I thought it was a flat weapon power increase (similar to surge). It only increases damage output by 13%? At least I can still work it into my aoe grinding spec.
    Edited by SexyVette07 on 21 April 2014 11:04
  • GwaynLoki
    GwaynLoki
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    Mark Target definitely increases the damage you deal to an enemy. Tested this on some VR 1 Inheritance Soldiers. I saw a 7% difference in damage dealt by Lotus Fan from stealth to the back of an enemy.
  • Comaetilico
    Comaetilico
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    better "weapon damage" buff than surge? there is only 1 other skill with this effect avaible to sorc... that is momentum from 2 h line BUT the buff only apply while actualy wielding a 2h... it persist trough weapon swap but will not increase your weapon damage if you are wielding any other kind of weapon... the buff will pop back up once you switch back to the 2h weapon... that is the only "long duration" buff for "weapon damage" all other buff are either single use or boost the final damage but will not influence anything other than damage values (so buff, heals, shield or other effect based on "weapon damage" will not get boosted by thigs like "flawless dawnbreaker") and it also add an exception self heal with critical surge morph... really try it with a medium armor and phisical weapon or light armor + inner light combo... the amount of self heal generated by it really is amazing

    Wait a tick, Flawless Dawnbreaker wont increase healing spells? I thought it was a flat weapon power increase (similar to surge). It only increases damage output by 13%? At least I can still work it into my aoe grinding spec.

    flawless downbreaker increase "damage of weapon abilities" not "weapon damage"... weapon damage is ONE of the stats that is used to calculate the effect (damage, healing, shield amount, buff) of weapon based skill as well as the light heavy attack so increasing "weapon damage" will also increase heal and the rest...
    Flawless downbreaker instead apply a direct % increase to the the final amount of weapon based damaging skill... this was also tested during beta last stages... since a few thigs have been changed without notification since than it should be safer to retest it but the tooltip is (for once) quite clear on what it affects...
  • GreasedLizard
    GreasedLizard
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    Really annoys me the plethora of temp buff description types. The one thing they don't homogenize, would provide clarity and benefit proper bug testing/reporting.

    my 2 cents
  • bobmartien
    Restoration staff: Regeneration (and his morph).
    The "smart heal" is broken on this guy too. You can heal NPC/companion pets.
    And sometimes, you can heal them instead your allies...
    Edited by bobmartien on 23 April 2014 12:04
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Dragon Knights' Sea of Flames only triggers magica regen if the enemy dies to a sea of flames tick of damage. If any other attack kills the monster then you dont get the magika. I think that is also a bug that really needs fixing. Sea of flames doesnt do a lot of damage in in parties where you are fighting a large number of monsters it is highly likely that some other much higher damaging attack will kill he monster and not the very light damage of sea of flames.
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