galiumb16_ESO wrote: »How far away is 1.3, have they said?
leonardo.contrerasviub17_ESO wrote: »you forget the combat bug (combat state never leaving and keyboard not responding), ultimates random resets to 0, siege bug, CC break bug, not being able to get out of stun+root, map and compass bug, game crashes when group is too big, random teleport when repairing a wall, etc, etc.
Honored mention: the other day I saw a sorc with a moving negate magic ultimate on him.
madangrypally wrote: »galiumb16_ESO wrote: »How far away is 1.3, have they said?
Think i seen somewhere near the very end of July.
What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?
OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.
What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?
OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.
And hey let's have them shoot thru the floor to the front flag!!!
And hey let's have them shoot from the top floor thru the grate at the front gate!!
And hey let's put one in each pack of guards around the outside of the keep!
But - forward camps? Man....that's gonna be some real bug fixing..nah.
What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?
OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.
And hey let's have them shoot thru the floor to the front flag!!!
And hey let's have them shoot from the top floor thru the grate at the front gate!!
And hey let's put one in each pack of guards around the outside of the keep!
But - forward camps? Man....that's gonna be some real bug fixing..nah.
Somehow they feel adding more PVE mob obstacles in Cyrodill is adding value to the PvP.
Its not.
Agrippa_Invisus wrote: »What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?
OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.
And hey let's have them shoot thru the floor to the front flag!!!
And hey let's have them shoot from the top floor thru the grate at the front gate!!
And hey let's put one in each pack of guards around the outside of the keep!
But - forward camps? Man....that's gonna be some real bug fixing..nah.
Somehow they feel adding more PVE mob obstacles in Cyrodill is adding value to the PvP.
Its not.
They could add a 'Keep Lord" like DAoC had. A boss level mob that you had to defeat to take the keep. It could replace a flag, or heck, be in addition to the flags.
Have him drop sweet loot, too, like 'Shadhowhide Jack of Magicka'.
Agrippa_Invisus wrote: »You could always give the tank guards Impulse.
Halrloprillalar wrote: »Agrippa_Invisus wrote: »You could always give the tank guards Impulse.
lol'd
They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.
Their leashing mechanics should also be improved so as to reset to full after they kill each player.
In addition, guards have now acquired the ability to burn your siege weapons and repair walls.
Dleatherus wrote: »this is the one that really made me /boggle
Bow (edited to keep just the important bits)
Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
Snipe: We also reduced the range for this ability from 40 meters to 35 meters.
ESOmath at its finest
makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)
D.
Halrloprillalar wrote: »Agrippa_Invisus wrote: »You could always give the tank guards Impulse.
lol'd
They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.
Their leashing mechanics should also be improved so as to reset to full after they kill each player.
In addition, guards have now acquired the ability to burn your siege weapons and repair walls.
Even better.
Guards now have the ability to cast Elusive Mist andDleatherus wrote: »this is the one that really made me /boggle
Bow (edited to keep just the important bits)
Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
Snipe: We also reduced the range for this ability from 40 meters to 35 meters.
ESOmath at its finest
makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)
D.
@Dleatherus, I read it that way at first as well. If you reread it, it says the ability bonus is NOW applied to enemies greater than 40 meters away. it doesnt say it's ONLY applied to enemies 40 meters away.
My guess is that in some situations with passives in Cyrodiil, the Long Shots bonus wasnt being applied to those attacks and they fixed it. At least, that's how I'm interpreting it.
Dleatherus wrote: »Halrloprillalar wrote: »Agrippa_Invisus wrote: »You could always give the tank guards Impulse.
lol'd
They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.
Their leashing mechanics should also be improved so as to reset to full after they kill each player.
In addition, guards have now acquired the ability to burn your siege weapons and repair walls.
Even better.
Guards now have the ability to cast Elusive Mist andDleatherus wrote: »this is the one that really made me /boggle
Bow (edited to keep just the important bits)
Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
Snipe: We also reduced the range for this ability from 40 meters to 35 meters.
ESOmath at its finest
makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)
D.
@Dleatherus, I read it that way at first as well. If you reread it, it says the ability bonus is NOW applied to enemies greater than 40 meters away. it doesnt say it's ONLY applied to enemies 40 meters away.
My guess is that in some situations with passives in Cyrodiil, the Long Shots bonus wasnt being applied to those attacks and they fixed it. At least, that's how I'm interpreting it.
hrmm - yup - i can see how i misinterpreted that - would have been clearer if it had said 'now also applied' or 'now only applied'
my bad
D.
Derpsicles wrote: »MOST cases of this happening are purely visual only - are you CERTAIN that he had his negate moving around him - or just the visual spell effect