PTS Patch Notes v4.1.4

  • Beardimus
    Beardimus
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    Guessing the buff to Frag or added proc to Blast is in the switch to live then

    Otherwise How on earth can ZOS justify making Sorc worse than they were in dragonbones, where they knew they needed something to help the class hence giving them Cage.

    Oddest back track yet. Just give us Frag back.
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Juhasow
    Juhasow
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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

    Get real or play stamplar so it'll connect You with reality.
  • ShinWow
    ShinWow
    Soul Shriven
    Apologies for my ignorance, but I'm hoping someone can clarify something for me regarding Rune Prison...

    As far as I'm aware (and have experienced every time), the problem with Rune Prison is it cannot be broken out of. It doesn't matter if I have 20k free stam, I can't roll, can't break free, can't purge, can't heal, nothing works.

    I thought that is what needed to change, personally. As 5 whole seconds of being a stunned punching bag is pretty much guaranteed death every time.
  • IZZEFlameLash
    IZZEFlameLash
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    Once again, class changes are not there. Let me guess, next chapter or DLC will be the class combat change one? When have I heard this before...
    Imperials, the one and true masters of all mortal races of Tamriel
  • Exodium
    Exodium
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    maboleth wrote: »
    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!

    Yep and I'm not even saying this from the perspective of a mag sorc. I use it on a stamsorc because after I get incapped I used defensive rune to slow down a nightblades momentum, seeing as they have defile AND 20% more damage for 6 seconds. Those 1-2 seconds they are stuck in the defensive rune CC can really come in clutch.

    Now what's the point? They'll incap me, the broken shuffle proc chance will dodge my defensive rune, and I'll be looking at the usual 6k incap 4k suprise attack spam on my death recap wondering why I even bother playing a stamsorc rather than a stamnb.

    I swear counterplay just doesn't exist in this game.
    Edited by Exodium on 6 August 2018 23:36
  • Aliyavana
    Aliyavana
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    Exodium wrote: »
    maboleth wrote: »
    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!

    Yep and I'm not even saying this from the perspective of a mag sorc. I use it on a stamsorc because after I get incapped I used defensive rune to slow down a nightblades momentum, seeing as they have defile AND 20% more damage for 6 seconds. Those 1-2 seconds they are stuck in the defensive rune CC can really come in clutch.

    Now what's the point? They'll incap me, the broken shuffle proc chance will dodge my defensive rune, and I'll be looking at the usual 6k incap 4k suprise attack spam on my death recap wondering why I even bother playing a stamsorc rather than a stamnb.

    I swear counterplay just doesn't exist in this game.

    Yep, defensive rune rip. Next patch will be the nb meta with sload not able to take a nb out of cloak and defensive rune not being dodgable
  • JobooAGS
    JobooAGS
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    Aliyavana wrote: »
    Exodium wrote: »
    maboleth wrote: »
    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!

    Yep and I'm not even saying this from the perspective of a mag sorc. I use it on a stamsorc because after I get incapped I used defensive rune to slow down a nightblades momentum, seeing as they have defile AND 20% more damage for 6 seconds. Those 1-2 seconds they are stuck in the defensive rune CC can really come in clutch.

    Now what's the point? They'll incap me, the broken shuffle proc chance will dodge my defensive rune, and I'll be looking at the usual 6k incap 4k suprise attack spam on my death recap wondering why I even bother playing a stamsorc rather than a stamnb.

    I swear counterplay just doesn't exist in this game.

    Yep, defensive rune rip. Next patch will be the nb meta with sload not able to take a nb out of cloak and defensive rune not being dodgable

    They should have left defensive rune alone and only focused on rune cage and the base morph
  • hakan
    hakan
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    Aliyavana wrote: »
    Exodium wrote: »
    maboleth wrote: »
    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!

    Yep and I'm not even saying this from the perspective of a mag sorc. I use it on a stamsorc because after I get incapped I used defensive rune to slow down a nightblades momentum, seeing as they have defile AND 20% more damage for 6 seconds. Those 1-2 seconds they are stuck in the defensive rune CC can really come in clutch.

    Now what's the point? They'll incap me, the broken shuffle proc chance will dodge my defensive rune, and I'll be looking at the usual 6k incap 4k suprise attack spam on my death recap wondering why I even bother playing a stamsorc rather than a stamnb.

    I swear counterplay just doesn't exist in this game.

    Yep, defensive rune rip. Next patch will be the nb meta with sload not able to take a nb out of cloak and defensive rune not being dodgable

    i dont get they overnerf everything. there should be a middle ground.

    but cloak sload interaction was a bug soo i guess thats one less bug. now lets see if they fix other bugs too.
  • Vapirko
    Vapirko
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    Apache_Kid wrote: »
    "Siege weapon damage and effects will no longer proc item sets"

    THANK YOU

    This is so good. Screw running over siege and having it proc sloads.
  • ADarklore
    ADarklore
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    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.

    So can you please post where they specifically said that class balance would be focused in Update 19?!? Most of what I've seen have been PLAYERS making assumptions about when class balancing would take place.

    In reality, ZOS stated that most of DLC and updates were already in the works BEFORE they even implemented the Class Rep program... and further stated that because of this, class balance wouldn't be addressed until a later update. In reality, class balance is, and always will be, an ONGOING effort... so don't ever expect a single update that revolutionizes our current classes.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Strider__Roshin
    Strider__Roshin
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    Sky_WK wrote: »
    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

    An ultimate has its defile last 2 seconds longer than a normal ability. Oh yeah, how broken indeed. No ultimate should outdo a normal ability.
  • DuskMarine
    DuskMarine
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    Class balance changes?

    rune cage is the class balance change finally sorcs are getting nerfed even if its miniscule.
  • Xsorus
    Xsorus
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    Welp Wizards is now a dead set...Guess we can toss that onto the pile of all other sets ruined

  • The_1st_Elder
    The_1st_Elder
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    #MAKESLOADSNOTSTACK #BALANCED
    Main EP - Caius Targaryen - Stam DK
    EP - Viselyx Targaryen - Mag NB
    DC - Tyron Targaryen - Stam Templar
    AD - Vaeron Targaryen - Stam Sorc
  • SilverWF
    SilverWF
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    Item Sets
    • Durok’s Bane
      • The 5-piece bonus has been adjusted.
      • OLD:
        • 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 1 second.
      • 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
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
      • 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:
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
      • NEW:
        • When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.

    Well, dunno
    Before Durok didn't allowed to instantly debuff several attackers - there was 1 second delay in between new player became debuffed and there was no guarantee that new debuff would receive new enemy and not the same, as 1 sec before.
    Now - it's possible, nuff said

    Ward - literally not nerfed, because it's hard for melee to not deal any melee damage in 3 sec.

    Riposte - just destroyed. If that change would go to live, then this set can be freely deconstructed. Because only 5 sec debuff time and only direct crits - cloth (this is light set, you remember that?) wearer would die long before this set procs 2nd time, really.
    • PC EU. Ebonheart Pact. CP 1k+
    • YouTube: All ESO disguises (2014)
    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
  • Gnortranermara
    Gnortranermara
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    SilverWF wrote: »
    Riposte - just destroyed. If that change would go to live, then this set can be freely deconstructed. Because only 5 sec debuff time and only direct crits - cloth (this is light set, you remember that?) wearer would die long before this set procs 2nd time, really.

    "Direct"... Good eye. I didn't catch that at first. The duration nerf alone was fine, but that is huge.

    This set will now become yet another great example of the mindless steamroller approach of this combat dev team. There's no subtlety. There's no moderation. There's no prudence. There's no intelligence. Just: "BAM! YOU GOT NERFED PUNK, EAT IT!" The duration nerf combined with the direct-only nerf kills this set. A little history lesson: Burning Spellweave got the same treatment, nerfing both the proc chance (good, it shouldn't be BiS for everyone, only DK's) and the buff itself (not good, mag DK's really needed that extra Spell Damage at the time) simultaneously. How stupid! I guarantee it was the same person. The only plausible explanation for this behavior is that someone has a job they shouldn't, and instead of using things like math and higher cognitive faculties to make reasoned decisions, they make decisions purely out of impulsive stupidity. From the outside, it looks like this company's product is being crapped on by some drunken frat boy who only got where he is out of nepotism or charisma or something other than actual merit.

    Full disclosure: I've never run Wizard's. There's no me-me-me bias here. I just call 'em like I see 'em.
  • Xael
    Xael
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    Sorcerer
    • Dark Magic
      • Rune Cage: This ability and its morphs can now be dodged.


    @ZOS_GinaBruno @ZOS_Wrobel
    I don't even...
    3waz3k9ekcfh.gif




    How about we get an npc for Cyrodiil that we can use to respec our skill points?

    Considering this change is very important for PvPers and the Cyrodiil experience has only gotten worse over the past 4 years (I know right? Wow...). Most people for some reason play on Vivec and we don't need to sit in queue for 2 hours because we wanted to change a morph. Then again some of us will likely client crash and have to sit in queue anyway... at least give us this.
    I got killed in pvp, nerf everything...
  • Syiccal
    Syiccal
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    can we get an explanation for the wizards nerf..I don't recall anybody calling for it let alone calling for it to be scrapped
  • Qbiken
    Qbiken
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    Peekachu99 wrote: »
    Not a single WW adjustment all PTS? Okay. Well, it’s been fun. Take care for probably ever and no you can’t have my stuff.

    Do they really need more attention? I think they´re pretty strong on the PTS. There´ll be a lot of QQ about the new heal when it hits live though.
  • Feanor
    Feanor
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    Middle ground? With their approach to balance? That’s a good one.
    Edited by Feanor on 7 August 2018 06:43
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Jaavaa
    Jaavaa
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    @ZOS_Wrobel means, Nightblades are not strong enough. He will buff them and nerf rune cage and it’s morphs to the ground. Gg
  • TheHsN
    TheHsN
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    qvnhofq34kkt.jpg

    fpxbbaly4bx7.png
    General
    • Fixed an issue where some passive abilities were not being respecialized out correctly when using the new single skill respec system as a werewolf.

    Nightblade
    • Assassination
      • Hemorrhage: Fixed an issue where this ability was granting more Critical Strike Rating than intended.

    Sorcerer
    • Dark Magic
      • Rune Cage: This ability and its morphs can now be dodged.

    t1q5o8xr0knp.png
    General
    • Siege weapon damage and effects will no longer proc item sets.

    Item Sets
    • Durok’s Bane
      • The 5-piece bonus has been adjusted.
      • OLD:
        • 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 1 second.
      • 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
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
      • 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:
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
      • NEW:
        • When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.


    Ok for rune cage and others

    BUT,

    For Wizards Riposte...Again i take off long time....Enough of those nerfs....i cant cry to nerf to others like OTHERS....
    Spend hundred thosands of GOLDs and MATs for my 4 characters to Wizard Riposte.


    U took;

    Shields
    cyrstal fragments
    streak
    Rune Cage

    not enough nerfs on SORC now what its gears u start to nerf...
    i take off for another 6 months and cancel my sub till u fix these ...
    Edited by TheHsN on 7 August 2018 08:39
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Juhasow
    Juhasow
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    DuskMarine wrote: »
    Class balance changes?

    rune cage is the class balance change finally sorcs are getting nerfed even if its miniscule.

    Rune cage nerf is stamblade buff so it's far from balancing things. Stamblade gets the biggest benefit from rune cage nerf because his playstyle of roll dodging into cloak was most touched by rune cage. Buffing stamblade is screwing the balance. It's another update where stamblade is getting buffed because other stuff that was competing with him is getting nerfed and stamblade recives barely any nerf (incap change compared to rune cage nerf is laughable) or even buff (detect pots change , Sload change , defile nerfs).

    Fair class balance changes would touch stamblade much more but instead magblade got nerfed (cripple nerf , wings buff ). Class balance changes in this update are weak , incomplete and underwhelming.
  • maboleth
    maboleth
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    Oh my...

    2ffeax.jpg
  • Juhasow
    Juhasow
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    TheHsN wrote: »
    qvnhofq34kkt.jpg

    fpxbbaly4bx7.png
    General
    • Fixed an issue where some passive abilities were not being respecialized out correctly when using the new single skill respec system as a werewolf.

    Nightblade
    • Assassination
      • Hemorrhage: Fixed an issue where this ability was granting more Critical Strike Rating than intended.

    Sorcerer
    • Dark Magic
      • Rune Cage: This ability and its morphs can now be dodged.

    t1q5o8xr0knp.png
    General
    • Siege weapon damage and effects will no longer proc item sets.

    Item Sets
    • Durok’s Bane
      • The 5-piece bonus has been adjusted.
      • OLD:
        • 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 1 second.
      • 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
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
      • 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:
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
      • NEW:
        • When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.


    Ok for rune cage and others

    BUT,

    For Wizards Riposte...Again i take off long time....Enough of those nerfs....i cant cry to nerf to others like OTHERS....
    Spend hundred thosands of GOLDs and MATs for my 4 characters to Wizard Riposte.


    U took;

    Shields
    cyrstal fragments
    streak
    Rune Cage

    not enough nerfs on SORC now what its gears u start to nerf...
    i take off for another 6 months and cancel my sub till u fix these ...
    Syiccal wrote: »
    can we get an explanation for the wizards nerf..I don't recall anybody calling for it let alone calling for it to be scrapped

    Wizard Riposte deserved a nerf however the one in patch notes may be slightly too harsh. Right now on live server we could basicly replace 5th piece description with "reduce dmg of all enemies around that will touch You by 15%" and it wouldnt be far from truth. Show me the set that is close to that. Mitigation this set provided was too much especially if we'll consider the fact that because of long duration set could be one bar slotted and with 2 handed weapons chanegs it was even bigger asset. It was way too much and yes there were complains about the set.

    Edited by Juhasow on 7 August 2018 09:52
  • Mureel
    Mureel
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    Neoauspex wrote: »
    RIP Wizards Repost

    Wizard's RIPoste.
  • Mureel
    Mureel
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    Xsorus wrote: »
    Welp Wizards is now a dead set...Guess we can toss that onto the pile of all other sets ruined

    *** me off so bad + defensive rune, Imma craft sloads. (probably not really lol)
  • BackAndAngry
    BackAndAngry
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    A few more niche builds soon to be gone

    The homogenization blender will keep going until all classes play the exact same way
    PSA - Crown items paid for cash have a chance to soon be obtainable in game for free
    Not my quote "It took a while to sink in that we’re killing it right now..."
    Dragonhold - "...updated Activity Finder for dungeons and Battlegrounds, and also focuses heavily on the first part of the performance improvements for ESO..." ^^
  • Universe
    Universe
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    qvnhofq34kkt.jpg

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    General

    Sorcerer
    • Dark Magic
      • Rune Cage: This ability and its morphs can now be dodged.

    t1q5o8xr0knp.png
    General
    • Siege weapon damage and effects will no longer proc item sets.

    Item Sets
    • Durok’s Bane
      • The 5-piece bonus has been adjusted.
      • OLD:
        • 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 1 second.
      • 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
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you deal melee damage, you apply Major Defile to the enemy for 4 seconds, reducing their healing received and Health Recovery by 30%. This effect can occur once every 5 seconds.
      • 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:
      • The 5-piece bonus has been adjusted.
      • OLD:
        • When you take Critical Damage you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.
      • NEW:
        • When you take direct Critical Damage you apply Minor Maim to the enemy for 5 seconds, reducing their damage done by 15%.

    Nerfing rune cage was necessary.
    Though making it dodgeable will not resolve how effective it is.
    Since it has instant cast time and no visual projectile effect, the player won't be able to react in time to dodge.
    This change is only making the ability less useful against already dodging targets.

    Siege weapons really shouldn't have proc item sets from the beginning, so this change is much welcomed :)

    Durok's Bane was OP and was used by ball groups/farming groups in Cyrodiil.
    This is a good change.
    No longer they will apply major defile to all players with very high uptime :)

    Ward of Cyrodiil 3 pieces bonus of 15% mounted speed will be missed.
    Please consider adding this bonus to other set.
    If you are worried that it can give an advantage in the mounted battleground/s, you can always make it so that the bonus will not apply while in this type of location.

    I agree the change to Wizard Riposte was needed.
    The uptime of Minor Maim was too high.

    In conclusion, I see a few fine combat balance changes, but you didn't address many issues, such as:
    1) Many item sets are still OP, such as:
    a. Sload - The change you made will not be enough. This set will still wreak havoc in PVP.

    b. Shield Breaker - This set needs a cooldown of 2-3 seconds to it's 5 pieces set bonus.
    Old:
    5 items: When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 25-2150 Oblivion Damage to them.
    New:
    5 items: When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 25-2150 Oblivion Damage to them. This effect can occur once every 2 seconds.

    c. Zaan - This set will still be very strong despite the range to break the beam was reduced by 2 meters.
    I propose the following change:
    Old:
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 20% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 18 seconds.
    New:
    (2 items) When you damage a nearby enemy with a Light or Heavy Attack, you have a 8% chance to create a beam of fire that will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second to your enemy for 5 seconds. Every second, this damage increases by 40%. The beam is broken if the enemy moves 8 meters away from you. This effect can occur every 20 seconds. This effect can't be applied to an enemy who is already effected by a zaan beam.
    d. Many other item sets, not making this post TLDR.

    2) OP abilities or lack of appropriate abilities:
    a. Eye of the storm - Since there is no longer AOE caps(long time now), this ability is being spammed by ball groups/farming groups in Cyrodiil.
    The ability is the best for farming ap since it is too strong and it stacks.
    When I see groups spamming this ability, it makes me believe that pvp is all about this ultimate ability(which is really a shame).
    You wanted diversity and not 1 shot ability and forget it, so please make this ultimate ability less strong.
    Players shouldn't be farmed due to this OP ability.
    Forget the run away and get out of the storm mentality, we need only 2 storms active at a location to give it more counter play.
    If many... storms are active at a location = nuclear bomb version of Cyrodiil = nothing survives.
    I propose the following change:
    Eye of the Storm: Target: Area.
    Old:
    Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing [1459 / 1476 / 1491 / 1508] Magic Damage every 1 second for 7 seconds.
    New:
    Create a cataclysmic storm above you that builds for 2 seconds then lays waste to all enemies nearby, dealing [1459 / 1476 / 1491 / 1508] Magic Damage every 1 second for 7 seconds. There can only be 2 storms active in the same area.

    b. Reflective Scale and it's morphs - This ability is too strong and makes the magicka Dragonknight able to reflect far too many projectiles.
    If you ever seen a fight between a sorcerer/other class/build which fires projectiles and a magicka Dragonknight, you probably noticed that 90% of projectiles are being reflected.
    I suggest the following:
    Dragon Fire Scale(morph example) -
    Old:
    Cost: [4050 / 3960 / 3870 / 3780] Magicka.
    Flex your scales, reflecting up to 4 projectiles for 6 seconds. The reflected projectiles deal [20 / 25 / 30 / 35]% additional damage to the attacker.
    New:
    Cost: [4450 / 4360 / 4270 / 4180] Magicka.
    Flex your scales, reflecting up to 4 projectiles for 4 seconds. The reflected projectiles deal [15 / 20 / 25 / 30]% additional damage to the attacker.

    c. Steel Tornado - While I understand you wanted to make this ability undodgeable, this resulted in it being too strong, especially in PVP.
    It is being spammed by groups in Cyrodiil and it is even became very good for solo gameplay.
    I suggest the following:
    Old:
    Steel Tornado: Radius: 9 meters.
    Launch yourself into a lethal spin, dealing [974 / 985 / 995 / 1006] Physical Damage to nearby enemies. Deals up to 100% more damage to enemies based on each percentage of their missing Health.
    New:
    Steel Tornado: Radius: 7 meters.
    Launch yourself into a lethal spin, dealing [974 / 985 / 995 / 1006] Physical Damage to nearby enemies. Deals up to 70% more damage to enemies based on each percentage of their missing Health.

    d. Stamina Nightblade lack of defensive ability against projectiles/incoming damage unless using the expensive cloak(which not all want to use, especially for players who want to play in-your-face kind of gameplay, no stealth).

    e. Magicka Warden lack of defensive/CC ability/abilities and appropriate damage. Stamina Wardens are super strong, but their fellow magicka Wardens are far behind.

    f.list goes on, no TLDR.

    3. There are many exploits/bugs which needs to be fixed. I will not detail them all here so others may not exploit them.
    A vague hint to one of the locations which a huge exploit needs an urgent fix: Imperial City.
    Please fix it and many other exploits.


    4. CC immunity and roots immunity are not reliable - There are many occasions which double/triple/more break free is required to break the stun.
    one example: Dragonknight roots being applied when petrify was already applied. Breaking free of this stun+roots glitch requires 4 times breaking free and then dodge roll.

    5. Cyrodiil performance - How can anyone enjoy PVP if the game client crash so many times, there is very high latency and low fps most of the time ?
    The answer is that playing in Cyrodiil is not as enjoyable as it used to be.
    It is not fun when reaching a large scale fight area and then the game crash or there is 500+ latency and it's not possible to react in time while in combat.

    6. Bombing in Cyrodiil - This is too easy since there is no aoe caps.
    Please adjust abilities and make it so that it will be harder to execute.
    1/2 players killing 30 players in 1 second is broken pvp in my book.


    7. Overland PVE areas - The difficulty is set to easy.

    Please add more health to mobs and increase their damage.

    8. Bots - Botting is still very common and many bots can be found all over Tamriel.
    Negative effects of botting:
    a.The bots are killing monsters/npcs that are needed for quests.
    b. Make the game less enjoyable for players who adventure and farm by normal means(no botting).
    c. The bots masters reduce the cost of items in the game while making huge amount of in-game gold and/or real life currency gains by exploits.
    d. Guild masters who buy gold from the bots masters are cheating the system and are able to outbid other guilds when bidding on guild traders. The average bid amounts on most popular guild traders are higher due to bots.
    e. etc.
    Please add an efficient auto detect+ban system through the code.

    9. Other issues - There are other issues. Please solve the above issues first.
    Edited by Universe on 7 August 2018 11:16
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Anethum
    Anethum
    ✭✭✭✭
    Juhasow wrote: »
    DuskMarine wrote: »
    Class balance changes?

    rune cage is the class balance change finally sorcs are getting nerfed even if its miniscule.

    Rune cage nerf is stamblade buff so it's far from balancing things. Stamblade gets the biggest benefit from rune cage nerf because his playstyle of roll dodging into cloak was most touched by rune cage. Buffing stamblade is screwing the balance. It's another update where stamblade is getting buffed because other stuff that was competing with him is getting nerfed and stamblade recives barely any nerf (incap change compared to rune cage nerf is laughable) or even buff (detect pots change , Sload change , defile nerfs).

    Fair class balance changes would touch stamblade much more but instead magblade got nerfed (cripple nerf , wings buff ). Class balance changes in this update are weak , incomplete and underwhelming.

    Agree about empovering nightblades.
    Not agree about "nerf" of magblades, this patch going to be perfect for both stam and mag.
    Not agree about general balance chances - there are very many cool things. which were asked by comminuty for year+.
    Hope next step will be to do something with nighblades to make them in a raw with others, cause stamblade is op now and will be absolutly op in next patch.
    Edited by Anethum on 7 August 2018 11:13
    @Anethum from .ua
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