ZOS_JessicaFolsom wrote: »
Challenge DifficultySeparating Players by Challenge Difficulty Setting [Feedback]: This is a carry-over from last week’s PTS Summary. We have seen your questions and feedback about separating players by Challenge Difficulty setting, so the only players you’d see are those on the same Challenge Difficulty setting as you. Much of this feedback is grounded in concerns that players on lower difficulty will affect players on higher difficulty in overland content. There are two main reasons why this is not possible.
- Challenge Difficulty in Player Houses [Bug]: Challenge Difficulty modifiers were incorrectly allowed in player housing, including when interacting with target dummies. This was not intended, and player housing will no longer allow Challenge Difficulty modifiers. This will be fixed in PTS Week 3.
- Vestige Difficulty – Unusually High-Damage Critical Strike from Light Attack [Bug]: This is a carry-over from last week’s PTS Summary. We identified an issue that was resulting in some light attacks hitting unusually high damage numbers while on Vestige Difficulty. We identified that the underlying cause of this is related to calculations in the code. This will be fixed in PTS Week 3. (Related discussion.)
- Unusual Behavior with Certain Item Sets & Challenge Difficulty [Bug]: This is a carry-over from last week’s PTS Summary. We observed unusual behavior with how some item sets interact with Challenge Difficulty. This ended up being due to the same underlying cause as the above issue. This will be fixed in PTS Week 3. (Related discussion.)
We are still looking at your feedback, and this was identified when the system was developed but one thing to remember is this is not fundamentally different from the experience currently on the live servers. Players opting in to Challenge Difficulty will have a better experience most of the time, but in high traffic areas you may see a greater mix of lower- and higher-difficulty players. We have an additional post with more detailed technical info here.
- Reason 1: Our game is an MMO and we want players to play together, see others, interact with the world, soft group, etc. Separating players would run counter to that ethos.
- Reason 2: We cannot do this from a technical standpoint. Creating instances of each zone would be hugely detrimental to the game's technical health and adversely affect the entire game, not just the zones with instances.
This could be better signaled within the Veterancy rewards system if Trade Bars showed up on the first page (first 10 ranks) of the rewards--like adding Trade Bars on Rank 7.ZOS_JessicaFolsom wrote: »Trade Bars and PvP Rewards [Feedback]: Thank you for your feedback about the removal of Trade Bars from Whitestrake’s Mayhem. While our earlier note in the Update 50 Week 2 Patch Notes was accurate, it didn’t give enough context about our goals and thought process.
Our broader goal is to take different approaches to both new and existing events. Removing Trade Bars from Whitestrake’s is part of that experiment. But this decision wasn’t made in isolation. Instead of having them tied to the event, we worked to incorporate them in a broader approach.
With the rollout of the new Veterancy system, the goal is to have the possible Trade Bars earned in Whitestrake’s and add them to the new reward system.
Buff Templars damage and sustain I don’t see Templar mentioned they aren’t fine, they are getting hard carried by lancer and it’s gonna be terrible in content, and give sorcs something, you can’t just give DK their thing (major berserk) and give them 3% weapon damage to compensate that’s not enough, and if sorc is doing 200k dps with overload and DK is doing 180k sorc will never be used, it needs a 2% nerf I have a feeling you are gonna make sorc useless again
Mediocre_Talents wrote: »it's now the lowest execute scaling skill in the game.
Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.
Erickson9610 wrote: »Can we please increase the intensity of the Berserker marks now that they only show when Rampage is ready? They aren't as intense as the glowing eyes and look off as a result. It's hard to tell when Rampage is ready because there is no sound effect which plays when the Fury meter is full, and the Berserker marks are barely visible.
Erickson9610 wrote: »Can we please increase the intensity of the Berserker marks now that they only show when Rampage is ready? They aren't as intense as the glowing eyes and look off as a result. It's hard to tell when Rampage is ready because there is no sound effect which plays when the Fury meter is full, and the Berserker marks are barely visible.
(from at least 1 community member in the 'official werewolf feedback' thread).I would be interested in this.































I went on PTS and live...
VinnyGambini wrote: »Just a proof that WW makes over 10k dps vs 30k resists opponent:
Also, what are those numbers? Sunderes 2,2k???? LA 4,2k??? hemorrhaging 1,7k??? vs 30k resists???
All this made by 5 button class?
If this goes live, everyone is warden WW.
IncultaWolf wrote: »VinnyGambini wrote: »Just a proof that WW makes over 10k dps vs 30k resists opponent:
Also, what are those numbers? Sunderes 2,2k???? LA 4,2k??? hemorrhaging 1,7k??? vs 30k resists???
All this made by 5 button class?
If this goes live, everyone is warden WW.
They are using the new status effect mythic, which is just over performing on everything at the moment. Already saw one shot ganks from range with it in battlegrounds yesterday.