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Something Very Wrong Is Happening

Ch4mpTW
Ch4mpTW
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Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.

The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.

The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.

The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?

And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.

Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.
  • dsalter
    dsalter
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    Ch4mpTW wrote: »
    Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.

    The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.

    The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.

    The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?

    And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.

    Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.

    i noticed this as well with healing ward+my sorc shield, glad i'm not alone
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Taylor_MB
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    Bosses telegraphing one attack then doing another is driving me insane, how did they mess that up?

    Goodbye smart reactive play, dps just range, tanks just perma block, heals just over heal everything just in case.
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  • Ch4mpTW
    Ch4mpTW
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    dsalter wrote: »
    Ch4mpTW wrote: »
    Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.

    The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.

    The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.

    The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?

    And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.

    Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.

    i noticed this as well with healing ward+my sorc shield, glad i'm not alone

    It's all types of damage shields. In fact, I forgot to mention it above, but DK's wings bug out the defense sigil shield too. For example, if you activate a defense sigil and then cast your wings at a projectile coming your way? After the effect of wings wears off, projectiles seem to penetrate the defense sigil's shield, instead of reflecting them back naturally. I've noticed this lately too with archers on Stage 7 and Stage 9 using Taking Aim, and Quick Shot.
  • Ch4mpTW
    Ch4mpTW
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    https://youtu.be/jH7sbpVTiI8

    Now you know ya boy Champ doesn't post these types of things without at least some form of proof. Here you are. Notice that archer that prepares to do his scattershot or whatever it's called, but stops midway and fires off a Quick Shot instead. Followed by preparing for another scattershot once another ad manages to CC me in place. Luckily, I was able to get out of that situation before things made a turn for a worst. However, you see now just how easy it is for people to get jammed up and have perfect runs ended by bs. Then have to restart the round of the stage all over again. All over something that they couldn't control, and because ads are changing up their attacks on the fly. I don't know if this is ZOS' way of providing 'difficulty' or 'realism', but it's atrocious design. That shouldn't be occurring at all.
  • ArvenAldmeri
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    I noticed this thing also, melting through my 22k shield as soon as I put it on? Normal mob? Thats just... not normal. My health does not drop down so fast like my shield does. And I have only 17k health. Yet I can go without shield for a some time just counting on surge heal. But when I put shield up its down in like 2 seconds...
    EDIT: Oh and also, I've encountered bug where I just spam my shield, see the animation but the shield just does not go up. No idea why.
    Edited by ArvenAldmeri on 12 November 2016 09:10
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  • DPShiro
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    The trolls on level 5 has always behaved like that. Sometimes they pause and change direction if you are on the platform they were initially going to.

    Not always, but I've seen it happen since release of VMA.

    And why would you ever need to use 2 shields?
    Edited by DPShiro on 12 November 2016 09:15
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  • Ch4mpTW
    Ch4mpTW
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    DPShiro wrote: »
    The trolls on level 5 has always behaved like that. Sometimes they pause and change direction if you are on the platform they were initially going to.

    Not always, but I've seen it happen since release of VMA.

    And why would you ever need to use 2 shields?

    I've never seen the trolls of Stage 5 behave this way, to be honest. It caught me off guard. As for why would I ever need to use 2 shields? Well... To not derail the thread, I'll just say for back-up/safety net reasons I utilize 2 shields.
  • zzerogg
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    Yeh you goota stop smoking that ***
  • Peekachu99
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    Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.

    I know you can't crit a shield, but the above would make sense.
  • ArchMikem
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    Peekachu99 wrote: »
    Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.

    I know you can't crit a shield, but the above would make sense.

    If his resistances were crap then his health would have been obliterated along with his shields, but he's saying the mobs do multitudes more damage to his shields than his actual health bar.
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  • NativeJoe
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    Peekachu99 wrote: »
    Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.

    I know you can't crit a shield, but the above would make sense.

    unless they changed it, the "resistance of your shield" is purely based on your CP. If you don't have any CP put into it, Your shields are always being hit for full damage. They've never inherited your racial resists, or armor resists.

    This is probably just someone making a mistake with shield resistances. Did you know pets didn't have resistances for like 2 years? oh boy I can't even stress how messed up they are. but again the wonkey behavior could be being caused by the pets too. (alot of bugs have been tied to pets like not cloaking when you enter stealth, bosses automatically seeing you, pets pursuing and hitting hidden characters, etc....this might be a new "feature" of having pets on ur bar. Critters now animation cancel and randomize their attacks lol)
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  • Peekachu99
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    ArchMikem wrote: »
    Peekachu99 wrote: »
    Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.

    I know you can't crit a shield, but the above would make sense.

    If his resistances were crap then his health would have been obliterated along with his shields, but he's saying the mobs do multitudes more damage to his shields than his actual health bar.

    I'm sure this can be easily tested simply by looking at the numbers that pop up when using shields and without against a single mob and recording those numbers. Until we have that kind of data, it's hard to make a call.
  • Coatmagic
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    Noticed all kindsa craziness last night in a Wrothgar delve. Talk about animation cancelling. Stuff was just... dropping dead with no animations at all xD
  • Ch4mpTW
    Ch4mpTW
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    NativeJoe wrote: »
    Peekachu99 wrote: »
    Perhaps shields are now affected by resistance values and just offer another "layer of health"? So if your base resistances are crap, your shield will be too? It should have been that way from the start as there was always intended to be a trade off for regen/ defence/ attack power.

    I know you can't crit a shield, but the above would make sense.

    unless they changed it, the "resistance of your shield" is purely based on your CP. If you don't have any CP put into it, Your shields are always being hit for full damage. They've never inherited your racial resists, or armor resists.

    This is probably just someone making a mistake with shield resistances. Did you know pets didn't have resistances for like 2 years? oh boy I can't even stress how messed up they are. but again the wonkey behavior could be being caused by the pets too. (alot of bugs have been tied to pets like not cloaking when you enter stealth, bosses automatically seeing you, pets pursuing and hitting hidden characters, etc....this might be a new "feature" of having pets on ur bar. Critters now animation cancel and randomize their attacks lol)

    I can assure you that I have 100 points into Bastion, as that is pretty much required and a staple for any pet build. So, I don't think that's it. Plus shield strength is determined based upon your max magicka. Same with how hard pets hit. So having high max magicka relates directly to shield strength, as well as pet damage output. At 50k max magicka, I'm able to put up those shield strengths that I listed in the initial post. Plus with points into Bastion, and the rest into cutting down physical and magicka-based attacks evenly combined with say Bound Aegis? That shouldn't be happening (shields being chewed through so easily by mobs).

    I mean it's to the point where I can literally shield through the Volatile Poison on Stage 7 of VMA for about 2-3mins., before it starts cracking down on my health; becoming a problem on a regular basis. However as of lately, I can't do that as it just burns through them with ease. It's crazy.
    Coatmagic wrote: »
    Noticed all kindsa craziness last night in a Wrothgar delve. Talk about animation cancelling. Stuff was just... dropping dead with no animations at all xD

    A guildie was talking about this the other day, and how there were was madness in Wrothgar where he and his buddies were farming/grinding. So, there's definitely some stuff going on. Whether or not it's in Wrothgar exclusively, I don't know to be honest. And saying otherwise would be lie.
  • Armitas
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    Ch4mpTW wrote: »

    The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.

    Yes I am not crazy. Well tbd on that but I knew something was off just thought it was me.
    Retired.
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  • Jurand80
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    even with all that madness i did finish vmsa yesterday with pets. still doable.
  • Ch4mpTW
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    Armitas wrote: »
    Ch4mpTW wrote: »

    The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.

    Yes I am not crazy. Well tbd on that but I knew something was off just thought it was me.

    @Armitas No worries comrade. It's not just you. The timers are in fact off, and causing things to spawn faster than usual. And, I also accidentally left something out in that segment. The timer being off also effects the spider swarms or Stage 6 as well. While also sometimes the game won't even mention that a swarm has been activated, but rather you'll have to just either hear it or see it for yourself and react. Although, the later seems to be an issue that has carried over through the patches. As that was identified a long time ago, but ZOS ignored it.
  • Armitas
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    The timers for the upper area of the last boss are different as well. Blow back phase is starting a lot sooner or crystal health is greater. I also have the feeling the white ghost paths are different. The skull shot from the boss has a lot shorter dodge window and you cannot block it on time at all anymore. You have to hold block while he is charging it instead of as it's coming. If you block it as it is coming...rip...because game has 0 performance. So that's an extra couple seconds of no stam recovery just to compensate for the games inability to handle blocking in-transit projectiles adequately.

    What I don't get is how these people can take all of our feedback and make VMA more difficult. They have so much negative feedback over VMA right now they are trying to bury it under the rug by dragging it away from the general section. I do not understand the leadership of this company. It's like they want to make their playerbase hate them.
    Edited by Armitas on 12 November 2016 16:02
    Retired.
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  • Preyfar
    Preyfar
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    I've run VMA about 25 times since the double drop event, and yeah, things are definitely NOT right in VMAville. I kill an enemy (just one) and the next wave spawns in. Kill another enemy, the next wave spawns. I've had it happen where, before I manage to kill everything that spawned in the first wave, the round boss is already out.

    And the invisible attacks drive me crazy. This happens a lot on Stage 8, Round 4's boss (the DK). I just die instantly, and when I look at my death recap I see 2-3 attacks hit me, yet the boss did nothing more than walk towards me and I've taken 25K+ damage.

    Add in all the unfixed bugs from the animation prioritization changes, the fact I still can't light attack reliably or I lose the ability to use ANY skills... and the entire thing becomes epicly frustrating. None of this is enough to make it impossible, but just incredibly aggravating -- especially since these issues are never addressed.
  • Alucardo
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    I wonder if a lot of these problems are caused by the noticeably increased lag in Maelstrom. All it takes is one small window of high ping and you get hit with a barrage of attacks, even though it only feels like one. It's infuriating for sure.
  • RinaldoGandolphi
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    Players can animation cancel, it's perfectly balanced, trash mobs cancel or clip animations, it's unfair and broken...you do realize how hypocritical this is? Not singling you out, just saying...if players can animation cancel mobs should be able to too, if not players shouldn't be able too.

    PS: the 1st werewolf boss in rink of frozen blood will sometimes macro slice you if your not careful.

    PPS: I animation cancel because I'm forced to in order to have acceptable DPS, but it doesn't mean I have to like it...
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  • Yolokin_Swagonborn
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    Playing a highly difficult single player Arena in an MMO with tons of lag to get some of the best gear in the game.

    We should start reporting the mobs in this Arena for cheating/Exploiting.
  • WhiteMage
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    I don't know if anyone has made this clear here yet, but shields HAVE NO RESISTANCES. Say I am at the resistance cap (50%) and take a 10k hit. To completely absorb that hit--assuming no CP, no minor/major protection, not nord, etc--I would need a 20k damage shield. Assume any attack directed at your shields has infinite penetration, because it ignores your resistances entirely.

    Hardy and Elemental Defender will reduce the damage shields take, as will major/minor protection, because they are a form of damage mitigation outside of resistances.
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  • Panth141
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    Thank god it's not just me... The shield issue I can't speak for - I mostly run vMA on my stamblade - but the animation changing I have definitely noticed. As you note in the OP - I've seen it mostly from the spheres in round 4 and the archers in 7. There also seems to be a particularly annoying issue with the bosses in stages 6/7/9 hanging at 0% health - though I guess this could be something to do with their increasing resistances.
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  • rhapsodious
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    Panth141 wrote: »
    Thank god it's not just me... The shield issue I can't speak for - I mostly run vMA on my stamblade - but the animation changing I have definitely noticed. As you note in the OP - I've seen it mostly from the spheres in round 4 and the archers in 7. There also seems to be a particularly annoying issue with the bosses in stages 6/7/9 hanging at 0% health - though I guess this could be something to do with their increasing resistances.

    I've had the last boss teleport at 0% health. But I died while he was teleporting.

    Guess whose death counted first.

    I'm still mad.
  • SirAndy
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    Ch4mpTW wrote: »
    having their charging animations being untrue to when their attacks are really firing off
    I noticed that too (a lot) last night. And it's not lag (well, according to the lag-o-meter anyways).

    The moment you see a heavy attack charge it's already too late to block, the attack will hit you as if you hadn't blocked at all.
    I'd say i got that at least 90% of the time ...
    dry.gif
  • Valykc
    Valykc
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    Ch4mpTW wrote: »
    Few things I'm noticing that are NOT okay, and hopefully this hotfix will fix them.

    The first thing is that damage shields aren't behaving as they're supposed to. I'll explain. My Empowered Ward absorbs for myself and pets 22,331 damage for 10secs. While Harness Magicka absorbs 21,085 damage for myself only for 6 seconds. Or rather they both are supposed to. So while stacking them, that's 43,416 damage total to be absorbed within 6 seconds. And then the remainder of Empowered Ward to absorb the rest. Well... That's not exactly happening anymore. My shields are getting chewed through by mobs like cake, and with what appears to be the greatest of ease. In Maelstrom I tested this by throwing up 2 shields and watched literally only 3 to 4 hits from a mob start damaging my actual health. When according to the numbers I was seeing mathematically shouldn't be happening. Like an archer would hit me only 3x or 4x with "Quick Shots", and on the 4th or 5th hit have damaged my actual health. My shields having been obliterated.

    The second thing I noticed is that timers seem incredibly off in Maelstrom. The Troll Breakers on Stage 5 are spawning every 12-15secs. I've counted. That shouldn't be happening. Not in the slightest. It should at least be 20-30secs. Not 12-15. The same goes for the Web Spinners on Stage 6 and Venom Callers on Stage 7. Their spawn rates are ridiculously fast and out of the ordinary.

    The third thing I've noticed is that more and more NPC enemies are having invisible attacks, or changing their attack animations midway. As in their animations aren't being shown, and I'm just taking damage from what appears to be nothing. Or they'll appear to be charging or preparing to do 1 attack, but change midway to another attack. Greatest example of this is on Stage 4 of Maelstrom Arena with the Dwarven Sphere enemies. They'll prepare to be doin their wave of lightning, but then fire off a dart or ground slam instead. Sometimes just do another light attack, even though they were just charging a heavy attack. A lot of Uppercuts/Wrecking Blows are also coming out at lightning speeds, and having their charging animations being untrue to when their attacks are really firing off. For example on Stage 6 of Maelstrom the Spiderkith Captain prepared to do an Uppercut, I blocked immediately, and sure enough it blocked his attack almost as soon as I through up a block. As in instantaneous. This is causing people to die unfairly, and be thrown off by false animations or animations literally be cancelled. Another example is Stage 5's 1st mini boss doing Rapid Strikes with no attack animation at all. Just standing there or walking towards you. How do you defend against what you can't see?

    And last but not as important is the Troll Breaker on Stage 5 of Maelstrom changing his platform that he chooses to break. Meaning he'll run towards a platform to smash it, pause upon standing upon the platform for a brief moment, and run to another platform to break. Causing some potential issues for characters doing Maelstrom in close quarters.

    Please tell me this is getting fixed guys, because this crap was not happening a few days ago. At least not from what I noticed.

    Maybe they ninja nerfed them to cap around 95% of your max health?

  • Yuke
    Yuke
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    I noticed lots of "phantom damage" in msa.

    Sometimes also my heals/hots stop "ticking"

    Guess its part of the challenge.
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  • Ir0nB34r
    Ir0nB34r
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    Direct damage to your health is affected by your resistances. Your shield is not. They are performing as intended. Which brings up a better argument: I think they need a little bit of a buff to make them viable for higher levels.

    I used to be a Magicka, Shield-Stacking, Sorc Tank when my resistances were low. I did this up until about CP190 (Still had VR when I was doing this). My shields were pitiful compared to my characters core tankiness. It became better to save the Mag/Stam from the shields and use them on self heal (dark conversion) and Hurricane. At 40k health and at the resistance cap, shields are just a resource drain.

    The change in your shield strength is simply a result of progression. I think they only nerf shields ever received was they only last for 6 seconds.
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  • Ch4mpTW
    Ch4mpTW
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    Yuke wrote: »
    I noticed lots of "phantom damage" in msa.

    Sometimes also my heals/hots stop "ticking"

    Guess its part of the challenge.

    It's still occurring? Even after I've created this thread, as well as others pointing out the glaring flaws with VMA? Wow... I suppose that hotfix they implemented didn't even cover base performance fixes of an area that's supposed to be smooth due to it being a single player instance.

    Too bad I quit ESO until the next update (though maybe permanently), so I suppose it's up to you guys to keep pressing these serious issues to ZOS in hopes of a fix. I stopped caring about ESO, since it's obvious ZOS doesn't care — unless it's about them making more money.
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