The maintenance is complete, and the PTS is now back online. Update 48 (v11.2.0) is now available for testing on the PTS!
Maintenance for the week of September 15:
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

PTS Patch Notes v4.1.4

  • casparian
    casparian
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    casparian wrote: »
    The Riposte nerf has me worried. This is just going to push more light armor players back into heavy armor. Being in heavy means we are going to need to rely more on procs to get our damage, since we lose penetration and crit and have to build more sustain. This is just another example of a well-intentioned change to a source of defense that was considered to be overperforming, whose end result will simply be even more tanky players getting kills with Sload's/Caluurion's/Skoria/etc. Great job ZOS.

    Only the people that are bad at wearing light armor will go back to heavy. Ive never used reposte and i have no problem surviving in light armor on my magden, magnb, or mag sorc. Cant really speak for the other clases though.
    WTB Shimmering Shield, Cloak, and/or shieldstacking on my magplar :'(
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • FlamingBeard
    FlamingBeard
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    Barbaran wrote: »
    casparian wrote: »
    The Riposte nerf has me worried. This is just going to push more light armor players back into heavy armor. Being in heavy means we are going to need to rely more on procs to get our damage, since we lose penetration and crit and have to build more sustain. This is just another example of a well-intentioned change to a source of defense that was considered to be overperforming, whose end result will simply be even more tanky players getting kills with Sload's/Caluurion's/Skoria/etc. Great job ZOS.

    Except for 90% of the players using reposte are heavy armour mag DKs or Magplars. Heavy plus reposte. Invalid argument

    You’re absolutely wrong. Riposte is used so that magplars and magDKs could still have decent damage while not dying immediately due to not being able to shield stack since they can’t get 50k magicka like magsorcerers, magblades or magwardens can.

    This Wizards nerf is just indirectly buffing shield stackers again which is not a good thing due to how bulky 20k+ shield stacks make a player since they cannot be critically hit.

    This is a direct nerf to non-shield stacking classes who used Wizards to stay in light armor.

    Give Templar better CC at least since we just keep losing damage and survival.

    Preferably SOON, not 3 months from now or longer.
  • JobooAGS
    JobooAGS
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    Barbaran wrote: »
    casparian wrote: »
    The Riposte nerf has me worried. This is just going to push more light armor players back into heavy armor. Being in heavy means we are going to need to rely more on procs to get our damage, since we lose penetration and crit and have to build more sustain. This is just another example of a well-intentioned change to a source of defense that was considered to be overperforming, whose end result will simply be even more tanky players getting kills with Sload's/Caluurion's/Skoria/etc. Great job ZOS.

    Except for 90% of the players using reposte are heavy armour mag DKs or Magplars. Heavy plus reposte. Invalid argument

    You’re absolutely wrong. Riposte is used so that magplars and magDKs could still have decent damage while not dying immediately due to not being able to shield stack since they can’t get 50k magicka like magsorcerers, magblades or magwardens can.

    This Wizards nerf is just indirectly buffing shield stackers again which is not a good thing due to how bulky 20k+ shield stacks make a player since they cannot be critically hit.

    This is a direct nerf to non-shield stacking classes who used Wizards to stay in light armor.

    Give Templar better CC at least since we just keep losing damage and survival.

    Preferably SOON, not 3 months from now or longer.

    I agree, give magden and templar a cc worth using
  • Hutch679
    Hutch679
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    Jamdarius wrote: »
    Hutch679 wrote: »
    Annnnnnnnd magic wardens go another 4 months without a class stun, execute, or efficient/effective spammable. AWESOME!!!!!

    Welcome to mag DK world mate, all DK welcome Mag Wardens with open arms to this kind of treatment, though you have at leats 1 skill giving u possibility of execution even though it is absolute garbage in PVP. TBH I can't imagine my mag DK run in cyrodil without ulti generator like Blood Spawn, as I treat my ultis as execution. But hey if you ever get proper execute be kind and support DK <3

    Mag dks are in a great place. Especially after the buff to reflective plate. They dont need an execute, they deal constant pressure.
    Hutch679 wrote: »
    All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.

    Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?

    They have good damage , but stamplar sustain is broken.

    2k stam regen is not enough? Weaving a heavy attack is not enough? Using meditate on back bar is not enough? Tri-stat potions are not enough?

    Come on mannnnnnnnnnn
  • Anhedonie
    Anhedonie
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    gg wp if you're dk or warden
    Profanity filter is a crime against the freedom of speech. Also gags.
  • TheNightflame
    TheNightflame
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    Hutch679 wrote: »
    JobooAGS wrote: »
    Hutch679 wrote: »
    All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.

    Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?

    Beam? That's only mag. Jabs you have to just side step

    So steel tornado which is aoe undodgable then.

    so you're basically listing all universally available things, and then potl being the only stamplar thing thus stamplars are overperforminng?
  • Gnortranermara
    Gnortranermara
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    WTB new combat devs. I'll pay Crowns, Crown gems, gold, AP, tel var, whatever you want.

    Seriously, that's it? This is the best they can do? After weeks of work during PTS to solve the problems (and months before)? After the phenomenal assistance of the Class Reps? Just hire the Class Reps, since they clearly have a better grasp on the state of imbalance and how to remedy it. What started as a way to consolidate community mob wisdom has only proven the perception that current employee(s) don't understand how to competently perform their own job(s).

    Speaking for Templar: the changes made were generally good this time around, but not great and not enough. The Radiant buff is good. Rune changes are okayish. Removing the cast time from Solar Barrage should've been good, but came paired with the typical stupidly excessive nerf that Templars always suffer. The problem is that we still have a dozen-plus outstanding design flaws that need to be fixed: No AOE root and terrible CC options on the class with the worst mobility, worthless class "Ultimates", bad passives, redundant/useless buffs (Sun Fire's Major Prophecy), and other problems. All of these could be easily fixed in one day by one competent developer, but your team wasted months working on three skills. Pathetic!

    And Wardens? I don't even play mine anymore, but accurately describing ZOS's treatment of them would be too vulgar for public forums.
    Edited by Gnortranermara on 6 August 2018 21:20
  • Hutch679
    Hutch679
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    Hutch679 wrote: »
    JobooAGS wrote: »
    Hutch679 wrote: »
    All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.

    Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?

    Beam? That's only mag. Jabs you have to just side step

    So steel tornado which is aoe undodgable then.

    so you're basically listing all universally available things, and then potl being the only stamplar thing thus stamplars are overperforminng?

    Stamplars were brought up. I did not bring them up. I replied to a post about stamplars. Read the whole convo
  • mb10
    mb10
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    Sky_WK wrote: »
    Ah ok so only nightblades get to have good defile uptime, that fits the ZoS playbook.

    Its a single target ultimate for 6 seconds wtf are you talking about?
  • Joshlenoir
    Joshlenoir
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    Feanor wrote: »
    Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.

    No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
    No CP is for elementary PvPers
  • Aliyavana
    Aliyavana
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    Joshlenoir wrote: »
    Feanor wrote: »
    Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.

    No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
    No CP is for elementary PvPers

    some people like the time to kill in no cp better than cp pvp. Each have their own skillsets. A pvper that crutched on their cp will find their builds to be ineffective in no cp and the opposite is also true in cp pvp where you will find your no cp build to be inefficient in cp.
    Edited by Aliyavana on 6 August 2018 20:42
  • mojomood
    mojomood
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    Joshlenoir wrote: »
    Feanor wrote: »
    Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.

    No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
    No CP is for elementary PvPers

    To me, no CP is way more fun, no procs needed. The time to kill just means that 1vXers whose sole focus is getting the enemy to over-extend so they can 1vs1 in quick succession can't survive/sustain infinitely. The CP power creep is real and forgives a lot of mistakes. No CP means you have to make meaningful choices in your build instead of going double heavy armor damage proc sets (like Seventh/Fury) on a Warden or infinitely streaking on a MagSorc since damage is built in to the class.

    On a different note, proc sets that deal damage (Caluurion/Zaan) are too strong in No CP, but bad players will always struggle wherever they play. Recently played a MagSorc in Zaan/Caluurion/Heavy Sloads who still struggled because he lacked skill. Proc set nerfs would mean more class changes, so that won't be happen overnight.
    Edited by mojomood on 6 August 2018 21:16
  • Aliyavana
    Aliyavana
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    mojomood wrote: »
    Joshlenoir wrote: »
    Feanor wrote: »
    Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.

    No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
    No CP is for elementary PvPers

    LOL...No CP is way more fun, no procs needed. The time to kill just means that 1vXers whose sole focus is getting the enemy to over-extend so they can 1vs1 in quick succession can't survive/sustain infinitely. The CP power creep is real and it needs adjusted. No CP means you have to make meaningful choices in your build instead of going double heavy armor damage proc sets (like Seventh/Fury) on a Warden or infinitely streaking on a MagSorc since damage is built in to the class.

    On a different note, proc sets that deal damage (Caluurion/Zaan) are too strong in No CP, but bad players will always struggle wherever they play. Can't name names, but played a MagSorc in Zaan/Caluurion/Heavy Sloads and he still got destroyed because he lacked skill. Proc set nerfs would mean more class changes, so that won't be happening anytime soon.

    both no cp and cp have their own playstyles and skillsets. I hate how forgiving cp pvp is and how drawn out duels are so I prefer no cp. Josh completely disregarded no cp as a joke but I know many cp pvpers who find out that they do not enjoy no cp as they have a harder time surviving and so cannot farm ap as easily. As I result I prefer no cp because of the time to kill and how things like resource management and other things are far more punished.
    Edited by Aliyavana on 6 August 2018 20:51
  • templesus
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    Hutch679 wrote: »
    Jamdarius wrote: »
    Hutch679 wrote: »
    Annnnnnnnd magic wardens go another 4 months without a class stun, execute, or efficient/effective spammable. AWESOME!!!!!

    Welcome to mag DK world mate, all DK welcome Mag Wardens with open arms to this kind of treatment, though you have at leats 1 skill giving u possibility of execution even though it is absolute garbage in PVP. TBH I can't imagine my mag DK run in cyrodil without ulti generator like Blood Spawn, as I treat my ultis as execution. But hey if you ever get proper execute be kind and support DK <3

    Mag dks are in a great place. Especially after the buff to reflective plate. They dont need an execute, they deal constant pressure.
    Hutch679 wrote: »
    All very good changes this patch. Though sadly the overall class balance is still a sad mess, and stamDK/stamplar are still in their sad, broken state , sitting right where you guys left them back in morrowind.

    Idk about stamplar being broken. Dw bleed, power of the light, jab, dawnbreaker beam seems to be over performing... but idk maybe I'm wrong?

    They have good damage , but stamplar sustain is broken.

    2k stam regen is not enough? Weaving a heavy attack is not enough? Using meditate on back bar is not enough? Tri-stat potions are not enough?

    Come on mannnnnnnnnnn

    The thing people who don’t play the class fail to realize is how much damage stamplars have to drop in order to obtain that required 2k regen.

    Stamblade gets 15% and has Leeching.

    Stamsorc gets 20% and has dark deal.

    Stam DK gets stam back on every ulti and igneous as well as poisoned status.

    Stamden gets 10% and has Bull Netch.

    Stamplar gets repent.

    Every other class can comfortably run bone pirate and no regen glyphs or stam regen mundus. Stamplar cannot.

    Furthermore, in PvE, specifically boss fights, stamplar has the worst sustain of ALL CLASSES IN THE GAME by a LARGE margin. The “2k recovery isn’t enough?” argument is completely invalid in PvE.

    Just because you were killed by a stamplar doesn’t mean the class is overperforming. It just means that player is better then you.
  • bardx86
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    Aliyavana wrote: »
    mojomood wrote: »
    Joshlenoir wrote: »
    Feanor wrote: »
    Disappointing. But I didn’t expect more, after 4.1.3 expectations weren’t high. Brace yourself for further nerfs with Update 20 while the proc set meta in noCP goes on for another 3 to 4 months. Time to play a Caluurion - Zaan mageBlade or something.

    No CP is a joke of a PvP system anyways. After Morrowind happened the game was balanced around CP.
    No CP is for elementary PvPers

    LOL...No CP is way more fun, no procs needed. The time to kill just means that 1vXers whose sole focus is getting the enemy to over-extend so they can 1vs1 in quick succession can't survive/sustain infinitely. The CP power creep is real and it needs adjusted. No CP means you have to make meaningful choices in your build instead of going double heavy armor damage proc sets (like Seventh/Fury) on a Warden or infinitely streaking on a MagSorc since damage is built in to the class.

    On a different note, proc sets that deal damage (Caluurion/Zaan) are too strong in No CP, but bad players will always struggle wherever they play. Can't name names, but played a MagSorc in Zaan/Caluurion/Heavy Sloads and he still got destroyed because he lacked skill. Proc set nerfs would mean more class changes, so that won't be happening anytime soon.

    both no cp and cp have their own playstyles and skillsets. I hate how forgiving cp pvp is and how drawn out duels are so I prefer no cp. Josh completely disregarded no cp as a joke but I know many cp pvpers who find out that they do not enjoy no cp as they have a harder time surviving and so cannot farm ap as easily. As I result I prefer no cp because of the time to kill and how things like resource management and other things are far more punished.

    I was completely anti no-cp at first however I now find it way more fun for all the reason listed. Folks actually die, mistakes cost.
  • mojomood
    mojomood
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    IMO,
    Class changes for PvP:
    Stamplars got a nice buff to mag sustain with focus changes
    Magplars got more tanky while in their house with focus changes and defile meta decline
    All Sorcs get a nerf to an overperforming CC in order to allow better counter play
    Stamblades get a nerf to an overperforming Ultimate in order to allow better counter play
    All DKs get a buff for class mobility with wings changes
    Magdens get a buff by becoming the only class that provide consistent AoE Defiles
    Stamdens get a buff with the defile meta decline
    Magblades remain in a tough place with an identity crisis

    Stamdens stay at/near top in PvP, but severally lagging in PvE
    Magblades stay at/near top in PvE, but severally lagging in PvP

    PvP Rankings:
    Stamblade
    Stamden
    Magsorc
    MagDK
    Stamsorc
    Magplar
    Stamplar
    StamDK
    Magblade
    Magden

    PvE DD Rankings:
    Magblade
    Stamblade
    StamDK
    Magplar
    Magsorc
    Everyone else

    Meta changes:
    Siege is coming to CP...be ready for really long sieges.
    Defile meta is dead
    Oblivion meta is still OP against the wrong targets (should always be % of max health instead of flat damage)
    Troll King is stronger

    Werewolf is stronger
    Newer DD sets stay at the top (from Summerset/Wolfhunter)
    Older tank sets stay at the top

    Stam builds will be stronger in PvP benefitting from and fighting against werewolves
    Mag builds will be stronger in PvE benefitting from range/shields

    Just my opinion, what's yours?
    Edited by mojomood on 6 August 2018 21:20
  • Darkmage1337
    Darkmage1337
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    WTB new combat devs. I'll pay Crowns, Crown gems, gold, AP, tel var, whatever you want.

    Seriously, that's it? This is the best they can do? After weeks of work during PTS to solve the problems (and months before)? After the phenomenal assistance of the Class Reps? Just hire the Class Reps, since they clearly have a better grasp on the state of imbalance and how to remedy it. What started as a way to consolidate community mob wisdom has only proven the perception that current employee(s) don't understand how to competently perform their own job(s).

    Speaking for Templar: the changes made were generally good this time around, but not great and not enough. The Radiant buff is good. Rune changes are okayish. Removing the cast time from Solar Barrage should've been good, but came paired with the typical stupidly excessive nerf that Templars always suffer. The problem is that we still have a dozen-plus outstanding design flaws that need to be fixed: No AOE root and terrible CC options on the class with the worst mobility, worthless class "Ultimates", bad passives, redundant/useless buffs (Sun Fire's Major Prophecy), and other problems. All of these could be easily fixed in one day by one competent developer, but your team wasted months working on three skills. Pathetic!

    And Wardens? I don't even play mine anymore, but accurately describing ZOS's treatment of them is too vulgar for public forums.

    Amen.
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,999.
  • Exodium
    Exodium
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    ZOS these patch notes are overall good but pleaseeee don't make defensive rune dodgeable. The whole point of the proc condition is to provide some defense when being ganked or need some breathing space to heal, but now this morph just reverts sorcs to being prone to getting bursted. Defensive rune was never used offensively either, hence the name, and this is why it was never overperforming.

    @ZOS_Wrobel @ZOS_JessicaFolsom @ZOS_GinaBruno
  • technohic
    technohic
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    mojomood wrote: »
    IMO,
    Class changes for PvP:
    Stamplars got a nice buff to mag sustain with focus changes
    Magplars got more tanky while in their house with focus changes and defile meta decline
    All Sorcs get a nerf to an overperforming CC in order to allow better counter play
    Stamblades get a nerf to an overperforming Ultimate in order to allow better counter play
    All DKs get a buff for class mobility with wings changes
    Magdens get a buff by becoming the only class that provide consistent AoE Defiles
    Stamdens get a buff with the defile meta decline
    Magblades remain in a tough place with an identity crisis

    Stamdens stay at/near top in PvP, but severally lagging in PvE
    Magblades stay at/near top in PvE, but severally lagging in PvP

    PvP Rankings:
    Stamblade
    Stamden
    Magsorc
    MagDK
    Stamsorc
    Magplar
    Stamplar
    StamDK
    Magblade
    Magden

    PvE DD Rankings:
    Magblade
    Stamblade
    StamDK
    Magplar
    Magsorc
    Everyone else

    Meta changes:
    Defile meta is dead
    Oblivion meta is still OP against the wrong targets (should always be % of max health instead of flat damage)
    Troll King is stronger

    Werewolf is stronger
    Newer DD sets stay at the top (from Summerset/Wolfhunter)
    Older tank sets stay at the top

    Stam builds will be stronger in PvP benefitting from and fighting against werewolves
    Mag builds will be stronger in PvE benefitting from range/shields

    Just my opinion, what's yours?

    Magblade are still right behind stamblade and magsorc IMO in PvP. Maybe better in some areas. Good ones will wreck most anyone and be impossible to catch.
  • maboleth
    maboleth
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    Why did you make defense rune dodgeable? NO ONE complained about it.

    Why are we collateral damage because rune cage overperformed?

    Sometimes you adjust some sets by marginal 1-2secs, sometimes you slam them to the ground. Defense rune shouldn't be changed.
  • mojomood
    mojomood
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    technohic wrote: »

    Magblade are still right behind stamblade and magsorc IMO in PvP. Maybe better in some areas. Good ones will wreck most anyone and be impossible to catch.

    I totally agree that players who have mastered them are very good, but I believe that can be said of every class. I put them that low because of the number of things that need to be overcome to reach that level.

    Class is built for:
    Mobility, but has no armor, weapon, or class ability for snares/immobilizations
    Speed, but has no speed/damage/sustain potion like stam
    Critical Damage via the easiest guarantee crit plus passives, but with everyone realizing how strong Impregnable armor and more cp to stack crit resistance
    Damage, but has no class access to Major Sorcery as a buff (sap requires a target)

    Additionally has multiple classes that hard counter their play:
    StamSorcs - Hurricane plus movement speed
    DKs - CCs

    Lastly, the sneaky playstyle is severely hampered unless going Melee/Proc and the other standard playstyles can be done much better on other classes.
    Brawler - MagDK
    Shield stacker - Sorc


    A great Magblade is still powerful, but I don't see many in open world these days because there is so much to overcome.
  • Ankael07
    Ankael07
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    Baz wrote: »
    Sorcerer
    • Dark Magic
      • Rune Cage: This ability and its morphs can now be dodged.

    StamNB rolly polly god mode now, gg zos.

    Cast meteor and wait for the rolly polly to block then cast Rune Cage.
    Gravord wrote: »
    Rune Cage still need to be reduced down to 3s duration. Any target caught without stamina with 5s hard cc is guarantee free kill. Which means you can drop 2-3 rune cage on magicka users and on that second or third reapply they are done. Hardly balanced gameplay.

    Invest in stamina regeneration just enough to be able to keep breaking free. The skill is there to punish glass-cannon magicka players.
    Edited by Ankael07 on 6 August 2018 21:49
    If you want me to reply to your comment type @Ankael07 in it.
  • maboleth
    maboleth
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    Exodium wrote: »
    ZOS these patch notes are overall good but pleaseeee don't make defensive rune dodgeable. The whole point of the proc condition is to provide some defense when being ganked or need some breathing space to heal, but now this morph just reverts sorcs to being prone to getting bursted. Defensive rune was never used offensively either, hence the name, and this is why it was never overperforming.

    @ZOS_Wrobel @ZOS_JessicaFolsom @ZOS_GinaBruno

    Preach... but it will fall on deaf ears.

    What I sometimes find irritating at ZOS is they seem reluctant and cautious about certain changes, annoyingly cautious that is, but at the same time they tweak other non-invasive and non-issue morphs and sets and nerf them to the ground, even when nobody asked or complained!
  • Anethum
    Anethum
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    Sorcerer
    • Rune Cage: This ability and its morphs can now be dodged.
    • Siege weapon damage and effects will no longer proc item sets.

    Item Sets
    [*]Durok’s Bane
    [*]NEW:
    • 5: When you take damage, you apply Major Defile to the attacker for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 8 seconds per enemy.
    [*]Ward of Cyrodiil
    [*]NEW:
    • When you deal melee damage, you apply Major Defile to the enemy for 3 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
    [*]Wizard’s Riposte:
    [*]NEW:
    • When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.

    @ZOS_GinaBruno I'm sorry for many salty messages about these things to support and forum and will try to write in polite form. I was waiting for these changes about year. These changes made me a bit happy.
    Great thank you seriously!

    P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.
    And separate please queues in Battlegrounds for premades and solo queuing players. Option in queue menu for solo players "[*] Only randomly formed groups".
    Edited by Anethum on 6 August 2018 22:01
    @Anethum from .ua
  • Anethum
    Anethum
    ✭✭✭✭
    One of the best patchnotes, ty really
    @Anethum from .ua
  • mojomood
    mojomood
    ✭✭✭
    Anethum wrote: »

    P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.

    I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.

    Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.
    Edited by mojomood on 6 August 2018 22:12
  • templesus
    templesus
    ✭✭✭✭✭
    ✭✭
    mojomood wrote: »
    Anethum wrote: »

    P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.

    I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.

    Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.
    mojomood wrote: »
    Anethum wrote: »

    P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.

    I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.

    Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.
    mojomood wrote: »
    Anethum wrote: »

    P.S: Adjust please also cost poisons to less than 30% cost increase on skills. People now don't focus on them, but this thing broke both cp and non cp pvp. It's too big number for current resourse management.

    I've read that cost poisons do work on break free/dodge roll and I've read that they don't work on those. Can anyone confirm? If so, I believe that removing those should be enough as that is a massive bonus to stam players since they already have more stam and can apply it to a mag player who does not have much stam. If they only work on abilities that damage/heal/buff, then I'm fine with that.

    Or make those mechanics cost from your highest resource pool. Stam players only regen magicka for utility skills already. This would give mag players the same build options.

    On that same note, Magicka players don’t have to use their main stat pool for break free, dodge roll, or block.

    A magicka player uses the rest of his stam to break free: he can still shield/heal

    A stamina player uses the rest of his stam to break free: he can’t do anything afterwards

    It goes both ways. The system is balanced and no they should not change it.
  • Hamburglarjones
    Hamburglarjones
    ✭✭✭
    Summerset PTS we were told that this patch would be class balance focused yet we go into this patch with nothing changing. Nightblade spam meta is here to stay. Not surprised really, just disappointing being lied to.
    Boone
    Dunmer Magicka DragonKnight
    MagDK raid build guide
    Guild: Dragon's Crest - retired
    World's 3rd vHoF clear & 3rd vHoF HM clear
  • Norn
    Norn
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    Sorcerer
    • Dark Magic
      • Rune Cage: This ability and its morphs can now be dodged.



    Oooooo, that's OP noice.
  • Sky_WK
    Sky_WK
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    mb10 wrote: »
    Sky_WK wrote: »
    Ah ok so only nightblades get to have good defile uptime, that fits the ZoS playbook.

    Its a single target ultimate for 6 seconds wtf are you talking about?

    It's now the longest defile in the game
    i do not read replies. still playing stamdk for some reason.
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