The response to my ticket was that I won't be refunded for the Tome Points I lost due to this bug.
In this game (and it's the only one I know like this), if a player loses currency due to a bug they didn't cause, it's not restored. Well done!
They also told me the bug is known and will be fixed next season.
Great! Now, for three months, I'll have to be careful not to be online during the daily changeover, otherwise I won't get the login reward.
Actually that is what I am currently doing! I even have a excel spreadsheet to help organize everything lol This link I use pretty often. It has every DLC and chapter in order of release date: https://eso-hub.com/en/dlc
Alliance/ base game of course goes first, and concludes with the Cadwell's Gold quest (not sure which alliance you are so I dont know which alliance zones it will end for you). Before any DLC or chapters I always make sure to check to see if they require a prologue quest and which NPC gives it to me. I dont like grabbing them from the store.
Naturally any buff to a pure class is by definition an improvement, just like gaining 3% spell damage would be one. Yet is 3% spell damage a difference large enough to have impact? That is the greater query.
These mastery passives needed to be massive indeed if they were supposed to meaningfully tip the balance between pure classing and sub classing. Especially bearing in mind we can but choose two. In most cases you must choose between either damage and tankiness, or damage and sustain, or tankiness and sustain. Subclasses do not have to make that choice. They can cover all 3 in very powerful ways.
Class Mastery fails at this because we can only choose 2 talents, and while yes, some sound strong on first glance, they are actually too insignificant once you consider the powerful passive effects subclasses get from passives and passive skill effects. Not to mention the unfair skill combinations this allows. (The infamous Shalks into Incap and Spec Bow for example)
For Dragonknight, I would be so bold to say that the masteries are probably okay, just because Dragonknight is already at least competitive as a pure class. For any other class though, it's not enough until their own remasters.
From the Sorcerer perspective I like and appreciate the general direction or idea behind the passives. With Font of Power we try to reward the OG magicka stack, and grant % bonuses based on it. The idea is fine, but the values are not. (And this is true for many other class masteries I have seen) Magicka stacking has become unattractive long ago, so requiring 1750 magicka for 1% of spell damage is a steep ask. Most builds have barely above 30k without sabotaging their damage/build in other places. The original 1500 was already quite crazy.
And the same is true for Conservation of Energy; the primary sustain passive of this line-up. 2% of magicka and stamina is 660 magicka and 280 stamina refund for the average pve and pvp setup, or reversed for a stamina build. In a pre-sub classing world I would have deemed this a wonderful blessing. But in a world where Heart of Flame exists? Where various sustain skills and passives can be stacked from multiple classes?
These are just two examples, and I am sure other classes will have their own nits to pick. To be honest, I find the other 3 passives so weak that I don't even know what to say other than making them stronger.
Thank you so much for doing this. I am simply glad this is happening at all. My feedback would be that these passives are good in theory, but the values are too nerfed or careful, and my 2nd feedback is that I don't even want to suffer for 2 more months before these come.
Fixed an issue where Light Attacks could become stuck in the ability queue when there were multiple attempts to Light Attack while using an ability with a cast or channel time. This should resolve the issue where your character could become stuck in what appeared as a Heavy Attack animation when using these abilities and attempting to weave rapidly.
The buff from Continuous Attack no longer drops in the vicinity of the Lowland Bandit Camp.
Player pets have had their defensive capabilities updated to account for the ever growing power scaling updates for player abilities.
Pets’ 85% damage reduction against area and over time effects has been updated to also include any proc based damage. This is purely a PvP centric adjustment.
Updated the damage limit pets have to never take more than 33% of their Max Health in a single attack, rather than 45%.
Corrupting Pollen’s debuffs now sorts closest to area center, instead of targets missing most health.
The following effects now update per tick instead of on area enter:
Bahraha’s Curse’s damage
Budding Seed’s heal
Caltrops and morphs’ snare
Cleansing Ritual and Extended Ritual’s heal
Companion’s Grave Grasp
Energy Orb’s heal
Hand of Mephala’s snare
Healing Springs and morphs’ heal
Hearth and Home’s snare
Pestilent Host’s damage
Plague Slinger’s damage
Reconstructive Domain’s heal
Refreshing Path’s heal
Renewing Undeath’s heal
Revealing Flare and morphs’ reveal
Ring of Preservation’s heal
Shadow of the Red Mountain’s damage
Thurvokun’s damage
Trapping Webs and morphs’ damage
Winterborn’s damage
Fixed an issue where some bonuses that granted “damage done to monsters” were multiplicative with other damage bonuses, instead of additive. Affects the following;
Ansuul’s Torment: Also adjusted this set to 6% damage done to monsters, increasing to 18% for 30 seconds after interrupting, rather than 7% and increasing to 14% for 10 seconds after interrupting.
Bahsei’s Mania: Increased this set’s bonus to 12% max, up from 10%.
Empower
Shadow Cloak
Tidborn Wildstalker
Velothi Ur-Mage's Amulet
[Developer Comment]
This fix will result in the affected effects to be reduced in power when used in tandem with other percent based damage bonuses. While we've gently increased some of the affected effects, some of these remain untouched until we get more data on average value impacts (since the change in power was dependent on what other bonuses were being ran in tandem), which we can rectify during PTS or in a future update if necessary.
Fixed an issue where some cleanse effects did not properly interact with triggers that key off removing negative effects
Visual and Audio Bugfixes
General
When crouching, combat animations now play whenever your weapons are drawn instead of just when you are in combat.
Certain hairstyles no longer ‘float’ while you have your weapons drawn.
Dragonknight
Adjusted the effects for Dragonfire Breath and its morphs to be more performant in an effort to prevent them from being randomly culled while in use.
The visuals for Incinerate now correctly appear if the ability killed the target and ended combat immediately.
The Molten Weapons animation now cancels properly while using Dual Wield or One-Handed and Shield.
Third person staff animations no longer stutter when returning to idle after using Petrify or its morphs.
Molten Weapons visuals no longer appear during dialogue cameras with NPCs.
Molten Weapons effects were unintentionally remaining visible while casting other abilities.
The damage shield audio for Earthshield Mantle and Ferocious Leap’s Nocturnal skill style no works correctly.
The damage shield audio for Magma Shell now correctly play for targets other than the caster.
Dual Wield
Whirlwind and its morphs are no longer missing some visual effects, most notably when paired with certain skill styles.
Chaotic Whirlwind: Fixed an issue where this set’s visual effects did not properly apply to the Whirling Blades morph.
Class Abilities
Arcanist
Herald of the Tome
The Unblinking Eye
The Languid Eye: Decreased the stacks this Ultimate can achieve to 12 (the natural cap of 1 cast), down from 20. Introduced a cooldown to stack generation, preventing cases where multi-casting this Ultimate would allow them to generate stacks faster than the intended rate. Note that multi-casting this Ultimate is expected to have each cast inherit the highest stacks (they do not each have separate stack counters for the same caster, as none of the game's stacking effects do).
[Developer Comment]
While this is a nerf to the ceiling of damage, in reality the vast majority of use cases will never feel these changes. These are specific adjustments to quell some insanely high damage productions in special cases where you're able to have more than 1 Languid Eye active at a time.
Dragonknight
Ardent Flame
Lava Whip
Flame Lash: This morph no longer grants increased damage done after consuming all charges, as we have recontextualized damage into the Class Mastery system.
Molten Whip: This morph no longer grants increased damage done per stack, as we have recontextualized damage into the Class Mastery system.
Core of Flame: Fixed an issue where this ability and its morphs could cause desyncs to your resources if repeatedly cast while already active and while a cost per tick ability was active. These abilities will now begin to restore resources after a 350ms delay rather than instantly because of this fix.
Heart of Flame: This morph now heals you for 15% of your Max Health per tick, rather than 12-15% of your missing Health per tick. Adjusted the rank up progression to 1.1% healing done per rank (0.15495 at rank IV).
Searing Strike:
Searing Claw: Fixed an issue where this morph's rank up progression always returned as max rank, rather than properly building up to the max bonus effect.
Inferno: Fixed an issue where this ability and the Incinerate morphs’ damage were not considered direct damage in some cases.
Incinerate: Fixed an issue where the visuals for this ability failed to appear if the ability killed the target and ended combat immediately.
Draconic Power
Wing Buffet: Fixed an issue where this ability and the Fleetstep Wings morphs’ knock back and stun effects were unintentionally treated as proc events.
Earthen Heart
Earthspike Mantle
Shatterspike Mantle: This ability now tracks the duration of the bonus damage, rather than the damage over time effect with Combat Timers settings, to alleviate the issue where killing targets with the damage over time effect active would result in the timer to be wiped. Fixed an issue where this morph's effects did not all inherit Elf Bane's duration extension, resulting in other cases where Combat Timers could produce confusing results.
Superheated Ward: Updated the animation for this ability and the Volcanic Ward morph to align better with the style and language of the abilities, and to offer more variation from the damaging morph.
Necromancer
Bone Tyrant
Bitter Harvest: This ability and its morphs now work properly with effects that treated targets as a corpse, such as Bone Armor, Nobility in Decay, etc.
Warden
Green Balance
Nature’s Gift: This passive now restores 125|250 Magicka and Stamina to you when healing any target with a Green Balance ability, rather than restoring 138|277 Magicka or Stamina, whichever is higher, whenever you heal an ally with a Green Balance ability.
Winter’s Embrace
Sleet Storm
Northern Storm: This ultimate now grants 4% damage done per stack, up from 2%. This bonus decreases to 1% per stack while Battle Spirit is active.
Frozen Gate: Fixed an issue where this ability and its morphs teleport could prompt a Break Free activation, despite not being able to be canceled. This will prevent the Champion star, Slippery, from wasting itself, and should save those with gunslinger showdown DRAW! reaction times from wasting Stamina on something that provides no benefit. It will however, continue to provide Crowd Control Immunity after the pull occurs.
[Developer Comment]
We're targeting a very specific combination here as we've seen this mythic introduce some unhealthy power spikes with very specific builds. As we continue to balance other aspects of the game we'll come back and monitor if we need to iterate on this interaction to make it less punitive.
Class Mastery
Warden
Warden’s current passives are highly generic and number focused while we work on the Class Refresh experience for the class. Expect these to change in tandem with that effort when it comes!
Tundra’s Maw: This passive upgrades the Chilled status effect to also apply Major Brittle for 2 seconds upon application.
Wild Adaptation: This passive increases your Weapon and Spell Damage by 333 for each status effect your target has on them, up to a max of 1665. Note this can also apply to friendly targets!
Glacial Obstinance: This passive upgrades Bond with Nature to also trigger off activating Winter’s Embrace abilities, and causes the effect to grant you 15% Weapon and Spell Damage for 10 seconds if you are at full Health after the heal.
Green-Keeper's Hide: This passive reduces your damage taken by 3% for every status effect on your attacker, up to a maximum of 15%.
Nature’s Bounty: This passive upgrades rank 2 of Nature’s Gift to grant the healed target Major Heroism for 4.5 seconds and an additional 250 Magicka and Stamina.
Templar
Bastion of Light: This passive causes you to heal for 8% of your Max Health every second that Sacred Ground is active. If you are at full Health after the heal, you generate 2 Ultimate while in combat. Sacred Ground will also be able to activate while you are inside the area of your Nova or Spear Shards, or while Radial Sweep or Solar Barrage are active.
Devout Guardian: This passive causes you to gain a Damage Shield for 6 seconds, up to once every 6 seconds, while Sacred Ground is active. The shield absorbs up to 20% of your Max Health and grants 300 Health, Magicka, and Stamina Recovery while active. If the shield breaks, you gain 10 Ultimate.
Bright Harbinger: This passive upgrades rank 2 of Illuminate to grant the affected group members 300 Weapon and Spell Damage, increasing to 600 for you.
Judgment’s Brand: This passive upgrades rank 2 of Burning Light to increase your damage done with Templar abilities by 1250 (625 against players) for 3.1 seconds after activating.
Steadfast Candescence: This passive increases the amount of damage you can block by 20% while stationary and causes you to gain Sacred Ground while Bracing.
Sorcerer
Conservation of Energy: This passive upgrades rank 2 of Blood Magic to also activate off any ability with a cost, excluding cost per tick abilities, and to also restore 2% Magicka and Stamina upon activation.
Font of Power: This passive upgrades rank 2 of Exploitation to also activate off any Sorcerer ability, and to grant you 1% Weapon and Spell Damage for every 1750 Max Magicka or Stamina you have, whichever is higher, for 10 seconds.
Static Reverberation: This harkens to an ancient passive (Implosion). This passive causes your damaging attacks to have a 1% chance for every 1% missing Health the target has, to trigger an additional hit of Shock Damage (31.5% of the higher of your Weapon or Spell Damage), up to once every 200ms.
This chance is further reduced for every permanent pet you have active. The calculation is % chance (based on 1% for each missing Health) divided by 1 + the number of permanent pets you have active.
1 pet = 1% chance for every 2% missing Health.
2 pets = 1% chance for every 3% missing Health...
Calculated Defense: This passive causes you to gain a damage shield that absorbs 30% of your Max Health for .5 seconds anytime you begin to activate a Sorcerer ability or an ability with a cast time. If the shield fails to break, you grant you and your group members 3% Weapon and Spell Damage for 20 seconds.
Sphere of Influence: This passive causes your damage shield abilities to grant an additional damage shield to the target for 3 seconds that absorbs up to 15% of their Max Health as damage, scaling with 25% of the higher of your Max Magicka or Health. Targets also gain 150 Health, Magicka, and Stamina Recovery for 4 seconds.
Nightblade
Nocturnal Inspiration: This passive upgrades rank 2 of Hemorrhage to have a chance equal to your Weapon Critical chance to grant you 2 Ultimate, up to once every 3 seconds.
An Eye for Exploitation: This passive increases your Weapon and Spell Damage by up to 1250 and reduces your damage taken by up to 12%, both based on your target’s missing Health.
Note this works for any effects that scale with Weapon and Spell Damage, meaning it can increase damage against low health enemies, increase healing against low health allies (including yourself), and reduces damage taken from low health enemies.
Above and Beyond: This passive increases your Critical Damage and Healing by 15% (7% against players). It also increases your maximum potential Critical Damage and Healing by 25%, meaning it adds to the normal cap of 125%, bringing it to 150%.
Evasive Trance: This passive causes you to dodge incoming attacks for 1/3rd of a second when activating a Nightblade ability while Bracing. Dodging any attack through any means causes your attacker to take 5% increased damage for 5 seconds.
Share the Spoils: This passive upgrades rank 2 of Transfer to double the ultimate you gain from it (4, up from 2) while also granting the nearest 4 group members 250 Magicka and Stamina and 1 Ultimate upon activating.
Necromancer
Nothing Wasted: This passive upgrades rank 2 of Corpse Consumption to also grant a stack of Nothing Wasted for 12 seconds every time you consume a corpse, up to 10 stacks max. Nothing Wasted increases your Max Health and Weapon and Spell Damage by 2% per stack. If the stacks reach their full duration, they instead lose 3 stacks and refresh, rather than losing all stacks.
Malevolent Promise: This passive upgrades rank 2 of Corpse Consumption to mark the closest non-player enemy to you with death’s touch for 6 seconds whenever you consume a corpse, which allows you to use a corpse consuming ability against them. This can occur once every 2 seconds. Consuming or replacing this effect triggers rank 2 of Death Gleaning.
Cycle Unending: This passive upgrades rank 2 of Reusable Parts to also grant Lord of the Cycle for 25 seconds, increasing your damage done by 1% for every 1% more current Health percent you have compared to your enemy. This bonus caps at 25% (12% against players).
If you have 75% current Health, and your enemy has 50%, you would gain 25% damage against them (12% if they are a player).
Pound of Flesh: This passive grants you a 1% chance when taking damage to restore 10% Health and 5% of your missing Stamina, up to once every second. This chance increases by 1% for every 1% missing Health you have.
If you have 50% Health, you’d have a 51% chance to activate this passive when taking damage.
At the Precipice: This passive activates when directly healing a target below 50% Health, which allows you to use a corpse consuming ability against them within 10 seconds. Consuming or replacing this effect grants the target 2 Ultimate. This effect can occur once every second.
Dragonknight
Inexorable Descent: This passive upgrades Landslide to also grant 1% potency to damage and healing done, and damage shield strength per stack.
“Potency to” means this bonus applies to the base calculation of these events, causing it to become multiplicative with other bonuses.
Booming Voice: This passive upgrades rank 2 of The Storm Voice to also grant 1 Health, Magicka, and Stamina per ultimate spent for 10 seconds.
Wildfire Embers: This passive upgrades your Dragonknight damage over time effects that apply to enemies (Searing Strike, Dragonfire Breath, Burning Talons, Shatterspike Mantle) to apply a unique 12 second damage over time effect on enemies whenever the triggering abilities end. This damage effect stacks up to 12 times, increasing by 25% damage per stack past 1 (up to 275%)
“End” in this case means naturally expiring, being recast early, or being cleansed.
Base damage is 10.5% of your Weapon or Spell Damage and 1% of your Max Magicka or Stamina per tick.
Resolute Defense: This passive increases the amount of damage you can block by 6% every second you remain Bracing, up to 30%. Blocking has a 20% chance to restore 500 Stamina, up to once every 250ms.
Lead From the Front: This passive upgrades rank 2 of The Storm Voice to also apply Major Berserk and Protection for 1 second per 15 Ultimate spent to you and group members within 28m of you.
Arcanist
Abyssal Emergence: This passive upgrades your Arcanist Ultimates to immediately generate 3 Crux upon activation, while also granting 666 Weapon and Spell Damage for 15 seconds after activating.
Fate Realigned: This passive upgrades rank 2 of Implacable Outcome to also generate 3 Crux upon activation, and to grant 300 Weapon and Spell Damage for 25 seconds, up to once every 15 seconds.
Unbound Potential: This passive upgrades rank 2 of Fated Fortune to also increase your damage done by 30% (15% against players) for 7 seconds.
Erudite’s Rigor: This passive upgrades Fatewoven Armor to also grant 1 Ultimate and 300 Magicka and Stamina when you take damage, increasing by 100 Magicka and Stamina per Crux you have, up to once every 2 seconds.
Ink Scribe’s Verve: This passive enables you to generate a Crux when you heal or overheal a total of 750000 Health while in combat.
World
Werewolf
The Werewolf experience has been updated alongside the Combat Refresh initiative, updating almost all of its combat effects in some capacity. At its core, we’ve made sweeping changes that should align towards making the transformation more fluid, easier to sustain and manage, with more overall potential build craft and support.
Added a new “Prowl” mechanic, which replaces Crouch while transformed. Prowl costs 5130 Stamina to activate, and grants 6 seconds of 66% reduced aggression radius (enemies will require you to be closer to them before they notice you and attack) and Stealth Detection (this is equal to the same strength as a detection potion). There is a 3 second cooldown on activating Prowl to prevent excessive Stamina loss.
Prowl does not have a unique animation, but instead overrides your character posture to begin to sniff around it. This will blend out while attacking.
Added a “Slaughter” mechanic, which is a new synergy that becomes active against targets that you would normally be able to use Blade of Woe or Vampire Feed against. You’ll have to experiment to see for yourself what it all entails, but it is largely meant as a fun-first experience, rather than an in combat decision making tool. It is quite potent in the higher difficulties of challenge mode however!
Werewolf Transformation:
This Ultimate and its morphs have been largely reworked in regards to how they function to cast and manage. These Ultimates now only require 100 Ultimate to activate but will continue to drain 100 Ultimate every 10 seconds while they are active. Failing to have 100 Ultimate when the cost per tick occurs will forcibly de-transform you. The cost to maintain transformation is now completely disabled outside of combat, to help mitigate the need to constantly engage in combat. Ultimate generation is no longer disabled while transformed, making it the primary method of sustaining your form.
Completely rescripted the backend of the transformation, resulting in all Werewolf effects and passives to only apply while Transformed and a college dissertation level of data structuring changes, rather than applying permanently and constantly checking if you’re in Werewolf form. This should have no observable changes in behavior (unless called out otherwise in further sections), and is largely non-player facing and only aims at helping cut down on combat calculations for Werewolf characters (we saved 15 whole effects, which is a new record). However, if you experience issues where you lose access to passives or other effects while in Werewolf form, please let us know!
Transforming into a Werewolf no longer increases your Maximum Stamina by 30%. Instead, all Werewolf abilities that scale with Stamina or Magicka will now be 30% more dense in their scaling, allowing for similar levels of combat power as before, without the added bonus of having a deeper resource pool.
Reduced the Poison damage taken while transformed to 10%, down from 25%.
Werewolf Stamina costing abilities (aside from the core combat mechanics such as Block, Bash, Dodge, or Prowl) now cost 1/3rd of their ability category counterpart, rather than costing 25% more. This was done to help open more potential build opportunities for non-Stamina damage dealers to utilize Werewolf, while also adding to the sensation that this Ultimate is a transformation that makes you more powerful in some capacity. The cost is now almost exclusively on maintaining the form, rather than the form and your normal resources – helping simplify its combat loop and letting you focus while the beast is unleashed.
Werewolf combat actions no longer see a 15% damage increase in their scaling. We’ll cover this more in each ability, but fear not, Werewolves are stronger than they were before in most cases with some other adjustments.
The unique bar that activates while in Werewolf form has been reworked to house a new mechanic, called “Fury”. Fury is a unique resource that generates from activating Werewolf abilities while in combat. It stores up to 1000, and each ability activated grants 15 at base. Fury does not decay, but leaving Werewolf form will result in losing all built-up Fury. Morphs and passives both can expedite the amount of Fury generated or can even add more forms of generating it. While you have 1000 Fury, your Ultimate ability will be replaced with “Rampage.” Activating Rampage drains all Fury and grants you a 20 second window of increased power, increasing your Movement Speed by 20%, damage done by 15%, and removes the cost of all Werewolf abilities, including the Transformation. Activating Rampage will temporarily disable your ability to activate the Werewolf Transformation again, to create the sensation of loss of control to this inner beast, as well as making it harder to accidentally activate and immediately lose the effect if you input the button multiple times and de-transform.
Werewolf Light Attacks no longer have their base damage capped at 4813 like other Light Attacks, in efforts to help add more potential damage while transformed.
Werewolf Berserker: This morph now grants Major Berserk while transformed. Updated the Bleed from this morph to apply on Light and Heavy Attacks, rather than only Light Attacks. The Bleed now appears to stack up to 5 times in total and upon reaching 5 stacks, the 1 second delay will be removed, allowing you to deal much more consistent damage while sticking to a target. Stacks do not augment damage or duration. The Bleed no longer fails to reapply if it is already active, meaning the first few Light Attacks will result in a damage decrease, while drastically increasing beyond. Reduced the duration of the Bleed to 3 seconds, down from 4. Reduced the damage scaling by ~35.5% on the Weapon and Spell Damage and ~16% for the Magicka and Stamina. Heavy Attacks in this form no longer create an area of effect in a cone around the target. This morph now also improves Devour, which will be explained in the passive section.
Pack Leader: This morph now increases the amount of damage you can block by 30% and grants Major Protection while transformed, rather than a unique 10% damage reduction. It continues to spawn 2 direwolves and grants you and nearby group members Minor Courage. This morph also improves Rampage to Enduring Rampage, which adds 4000 Health recovery to the base effects.
Adjusted the attack speed of the direwolves to happen at a more consistent pace, rather than going in between erratically fast and slow attacks. Fixed an issue where the damage of the direwolves did not dynamically scale with your offensive stats. Fixed an issue where the damage done was missing rank up progression built in, resulting in a 3.3% damage increase. Added some minor variance to their attacks so they do not perfectly attack in unison, making them feel less like a hive mind entity and more like wolves fighting in a pack.
[Developer Comment]
There's a lot to unpack here so we'll start with our overall intentions and design philosophies. Our goals for the Werewolf refresh are relatively simple: improve the user flow of entering, sustaining, and playing as a Werewolf, while updating it to something that has more build potential. The experience is meant to be different from other combat options, while still being familiar enough to approach and play.
Originally, the form introduced many stipulations that acted as overrides to rules, while the updated form should instead feel like augments to the rules. Rather than overriding your Ultimate and disabling that mechanic completely while introducing a new one - it now hooks into the existing Ultimate loop while also gaining access to an Ultimate-level ability while transformed. Additionally, there are many more added effects that help reduce the high demand and stress of sustaining Werewolf, such as the out of combat cost removal, the new Rampage effect, and a few other hidden effects we've added for you to find (is anyone hungry?).
All these changes hopefully culminate into a more liberating transformation, rather than a limiting one. To improve the build diversity side of things, we're also looking at a few core interactions to see where the existing limits were created.
Originally, Werewolf was incredibly Stamina focused, as abilities costed an exorbitant amount of Stamina and the transformation granted a unique bonus only to Stamina. Despite their abilities mostly dynamically scaling, this created a lopsided experience that made playing as a Stamina build vastly superior, which made the transformation even less accessible for build types. We've shifted away from both of these stipulations by significantly reducing the Stamina drain of active Werewolf abilities (the focus is now on sustaining the form, rather than the form AND abilities) and instead baking the power of that massive Stamina increase into the stat scaling of their abilities - meaning both Magicka and Stamina are effectively increased by their original amounts, without the added effects of actually adjusting your character stats.
We've also looked at morph engagement and tried to improve the split between the two dominant build focuses: full on aggression builds, and bruisers – more "chonky", survivable, damage dealers. Morphs now have more stark differences between what they do for the most part, either granting more outright damage production, adding utility or survivability upgrades, or adding more mechanical complexity to their base abilities.
Our other focus for the Werewolf refresh was the combat flow of what it means to play as a Werewolf. The Werewolf's ability bar override removes the access to bar swap – which introduces a more digestible, but ultimately, simpler combat flow. This is often seen as a positive and a negative, and we've looked at what these abilities closely to try and retain the good parts of that simplicity while also working on trying to flesh out a bit more depth to improve the negative aspects.
At its core, the Werewolf experience is still pretty straight forward; being a big, brutal, bad ass. Jumping into the fight, prioritizing speed and aggression, and chasing your prey with relentless attacks are all still here. However, we've re-evaluated some of our original stipulations to these abilities to try and make them a bit more user friendly, while also trying to ensure each button press has more than 1 context in which you'd want to use it. In some cases, such as Pounce, that means completely dividing the ability to 2 separate states: when targeting far away enemies it swaps to the gap closer ability, and when targeting enemies in melee range it becomes the melee damage over time ability – both the same abilities as before, but with a more dynamic experience that gives you what you need in the context of the moment.
Other abilities, such as Roar, now have multiple outcomes that cover a larger array of effects to offer more utility and reasons to press the button. Roar continues to operate as your primary crowd control, while also being a support function by housing the Feeding Frenzy synergy, and still having solo play application by granting you Blood Hunger, an effect that amplifies some of your other Werewolf abilities. These updates should all help improve your overall combat effectiveness, while adding some additional nuance and mastery to the experience.
Pounce and Carnage: These abilities and their morphs now dynamically update themselves based on your distance from your target, rather than requiring you to activate Pounce and then locking you into activating Carnage for 5 seconds after. Pounce is only available when you are greater than 7 meters to a target, while Carnage takes over when you are 7 meters or closer to a target. Note that this will result in only Carnage displaying on your hot bar when you hover over it outside of the skill system, as you are the context of the target. Your skill book will always display Pounce. Reduced the cost of Pounce and its morphs to 1071, down from 4016. Adjusted the damage of Pounce to .63 Weapon or Spell Damage and .078 Magicka or Stamina, rather than .7875 and .075. Reduced the cost of Carnage and its morphs to 995, down from 2008. Adjusted the damage per tick to 0.095455 Weapon or Spell Damage and .0118182 Magicka or Stamina, rather than .098438 and .009375. Increased the base duration to 12 seconds, up from 10.
Brutal Pounce and Carnage: Increased the radius of these abilities to 7 meters, up from 5. Brutal Carnage’s damage over time now stacks up to 3 times, increasing by 10 seconds per stack, rather than granting stacking Weapon and Spell Damage when hitting enemies.
Feral Pounce and Carnage: This morph now grants 200 Stamina each time either portion of the ability deals damage, rather than granting 100 Stamina and 1 second of Werewolf timer. Whenever either version of this morph deals damage, it will also trigger Fury generation (in addition to the Fury generated for activating it), up to once every 4 seconds. This allows Feral Pounce to generate it twice per cast, and Feral Carnage to generate Fury up to 3 times over its duration.
[Developer Comment]
We're making this ability and its 2 forms significantly more straight forward to use by having them automatically update to the effect you need in the moment. When you need to close the distance, the Pounce variant of the ability will take over and allow you to leap to your enemy, while the Carnage variant will be available when you're within melee range of your foe. We're also slightly adjusting the morph differences to be less about raw damage versus utility and going into two forms of utility, both of which have the potential for damage. Brutal Pounce and Carnage remain better for area of effect damage and Carnage saves on global cooldowns, letting you experience a more simplified rotation (especially helpful if you plan on using one of the reworked morphs of Rending Claws), while Feral Pounce aids in Stamina management through block and helps you activate Rampage more frequently, which grants a large damage steroid.
Hircine’s Bounty: Reduced the healing of this ability by 8%. Reduced the cost of this ability and its morphs to 4320, down from 5737. This ability and Hircine’s Rage now restore 10% of your Max Stamina, increasing by 1% for every 1% current Health you have (up to a maximum of 20% Stamina) after the heal, rather than granting 2700-3000 Stamina if you were at full Health before the healing went off.
Hircine’s Fortitude: Reduced the healing of this morph by ~19%. This morph now increases the Stamina restored to 12% of your Max Stamina at base, increasing by 1% for every 1% current Health you have (up to 24% Max Stamina). This morph now adds Major Vitality while slotted, rather than granting Minor Fortitude and Endurance for 20 seconds after activating.
Hircine’s Rage: This morph now heals based on your Offensive stats, rather than Max Health. The healing is ~17% weaker than a traditional burst heal such as Rushed Ceremony. This morph now increases your damage done and taken for 12-15 seconds by up to 12%, based on how high your current Health percent is, rather than applying Major Berserk and increasing your damage taken by 10-7% for 10 seconds if you were at full Health while casting. This morph also generates double Fury on activation and adds Minor Berserk while slotted.
[Developer Comment]
We're toning down how much raw healing this ability and its morphs can do while simultaneously adding more purpose to the button press for resource management for tanks or in PvP encounters. Now rather than being a binary heal vs restore, it will grant both, and will reward you in similar situations - granting more resources while at higher Health. Hircine's Fortitude sees a decrease in the initial healing, but gains the potential to be healed significantly more while in groups or using other effects and morphs, helping out the tankier paths, while Hircine's Rage continues to focus on the offensive nature but with a healthier balance as both the bonuses and the punishments degrade as you weaken while also healing more effectively for damage dealers.
Roar: This ability and its morphs now have a 350ms cast time before they apply their effects to help better line up their animations to their outcomes, fixing issues where you would be feared before even seeing an animation. Increased the radius to 10 meters, up from 7. Reduced the cost to 1071, down from 4303. This ability and its morphs now apply a stack of Blood Hunger for 30 seconds, stacking up to 4 times. Blood Hunger empowers Gnash (previously Piercing Howl) and Claw Fury (previously Claws of Anguish) to deal additional damage. These abilities no longer apply Terrified (this is effectively an easier to use form of that mechanic, with more interplay within their kit). This ability and its morphs are now home of the Feeding Frenzy synergy, rather than being placed on the Howl of Despair morph. Feeding Frenzy is granted to up to 12 nearby allies for 10 seconds within the radius of your Roar. Feeding Frenzy now lasts for 30 seconds, up from 20, and increases damage done by 6% instead of granting Empower (the synergy continues to grant Minor Force as well).
Deafening Roar: This morph now applies Major Maim and Cowardice to enemies hit for 12-15 seconds, rather than Major Breach and Minor Maim for 7-10 seconds. The passive slot for this morph now grants Major Evasion and Minor Protection, rather than Major Protection (as this was moved to Pack Leader). Purchasing this morph will automatically upgrade your Gnash and morphs (the rework of Piercing Howl) to also taunt the enemy if the ability was cast while Bracing, making taunting more deliberate and less dangerous compared to the previous slot passive of Heavy Attacking to taunt.
Ferocious Roar: This morph now also applies Major Courage to you and 11 nearby allies for 20 seconds, allows you to use your own synergy, and grants 2 stacks of Blood Hunger on cast, rather than increasing the speed of your Heavy Attacks by 33%.
[Developer Comment]
We're making Roar and its morphs the home of the Feeding Frenzy synergy in efforts to make the effect more easily accessible, while also adding a little incentive to bringing the pack to groups with the unique damage bonus. Additionally, we're improving the Terrified mechanic into Blood Hunger, which can now stack for multiple uses, helping reward a more diverse rotation in PvE and PvP, while also being easier to use at a baseline. Blood Hunger isn't completely exclusive to Roar either, as the effect can now be referenced by other morphs, for those who are looking to sink their teeth into more complicated rotations. This should help keep the Werewolf experience simpler, but with some added forms of mastery for those who find themselves hungering for more.
Piercing Howl -> Gnash: This ability and its morphs have been completely reworked into a melee (7m) driven double bite attack, rather than a 10m projectile howl attack. The ability now scales with .525 of your Weapon or Spell Damage and .065 of your Magicka or Stamina twice, rather than a singular 1.3125 and .125 scaling attack. The initial hit deals Physical Damage, while the second hit deals Bleed Damage. Both attacks have a 10% chance of applying their respective status effects. The second hit happens after .4s (no cast time, so it can be animation canceled with no loss) and deals 200% bonus damage to targets under 25% Health. If 1 or more stacks of Blood Hunger are active, the initial hit deals 25% bonus damage and 1 stack is consumed. Reduced the cost of this ability and its morphs to 765, down from 2869.
Howl of Agony -> Bloody Gnash: This morph now adds a 50% chance when benefiting from Blood Hunger to not consume a stack. This morph also upgrades the 2nd hit to always apply the Hemorrhaging status effect. This morph no longer increases damage done against Off Balance targets or reduces in cost as it ranks up.
Howl of Despair -> Rip and Tear: This morph upgrades the 1st hit to always apply the Sundered status effect, as well as inflicting Major Breach to the target for 12-15 seconds. The second hit heals you for .271163 of your Max Health (and ranks up by 1.1% per rank) if it hits. Blood Hunger’s 25% increase applies to both the base hit and the healing effect for this morph. This morph no longer grants access to Feeding Frenzy, as it has been moved to Roar.
[Developer Comment]
Werewolves have finally learned to put their jaws to use with this new spammable, rending flesh from their foes with a much more brutal two part attack – gone are the days of angrily yelling your opponents to death. Gnash operates as both your standard fare single target spammable and an execute both in one, helping make up for the Werewolf’s bar space deficit while leaning into their fantasy of masters of the hunt. A hunter who cannot finish off their prey often returns empty handed after all. This helps Werewolves become significantly more terrifying to low health foes, while giving them reason to stick closer to their enemies and make use of their speed boosts in melee range. The morphs once again split with more diversity, granting two utility driven effects that can both lead to more damage, but with more of an option between damage or survivability. The previous iteration of "terrified" has also been reworked to Blood Hunger, which has slightly more interaction across their kit, while also being easier to use.
Infectious Claws -> Rending Claws: This ability and the Claws of Life morph have been adjusted to deal Physical Damage on their initial hit and Bleed Damage for their over time effect, rather than dealing Disease Damage on both hits. Reduced the initial hit’s Weapon and Spell Damage scaling by 20%, and increased its Magicka and Stamina scaling by 4%. The damage over time now lasts for 10 seconds, down from 20. Increase the Weapon and Spell Damage scaling by ~92% and the Magicka and Stamina scaling by ~150%. This ability and its morphs now have a target cap of 6, rather than hitting all enemies. The initial hit now has a 15% chance of applying Sundered and the damage over time has a 5% chance of applying Hemorrhaging, rather than the initial hit applying Diseased and the damage over time having a 1%.
Claws of Anguish -> Claw Fury: This morph has been reworked into a channeled attack that deals direct Physical Damage over 4.8 seconds, hitting up to 6 enemies closest to you in a 7m cone with a 90 degree arc up to 13 times. Claw Fury generates Fury and a stack of Blood Hunger, up to once every second while dealing damage with the ability. Claw Fury scales with 0.488093 Weapon or Spell Damage and 0.060431 Magicka or Stamina per tick, and increases by 25% for each stack of Blood Hunger you have. When Claw Fury ends in any capacity, all stacks of Blood Hunger are removed.
Claws of Life -> Bloodclaws: This morph now heals for 40% of the initial hit damage done, rather than not healing at all on the initial hit. The damage over time now heals you for ~6.2% of your Max Health when damaging an enemy, rather than healing you for 66% of the damage done. Adjusted the rank up progression to 1.1% for the initial hit and 1.1% healing done for the healing from the damage over time.
[Developer Comment]
We're generically buffing this skill to now be a full power area effect attack and damage over time effect, rather than reducing the damage of the area effect from the damage over time. As such we're gently peeling back some of the cleave damage of the initial hit, while greatly increasing the damage over time potential in all capacities, so this ability feels more like 2 separate abilities, rather than 1 blended ability.
Werewolves have finally also washed their damn hands, moving them away from Disease damage in the kit, instead focusing in on Physical and Bleed to help make a more savage and brutal experience. Additionally, we're splitting the morph diversity to either add more healing for both damage and bruiser builds and a rework morph that functions similarly to something like Engulfing Dragonfire, helping Werewolves who'd rather focus on cleaving foes down. Claw Fury is slightly weaker than the traditional Gnash focused build in single target, but comes out ahead in encounters with multiple enemies packed together.
Devour -> Insatiable Hunger: This synergy now has a minor grace period for movement, allowing you to move slightly before and after activating it without causing the cast to be interrupted. Note that this grace period is NOT the same as the resurrection ability update that lets you move while casting it, and instead exists to give a small amount of time to let your momentum end if you cast it while moving. Increased the healing per tick to 20% of your Max Health, up from 8% (resulting in a 100% Heal over the total duration, up from 40%, or a 150% increase). Each tick now grants 15 Ultimate, rather than 3 seconds of Werewolf timer. Activating this synergy will disable the cost to maintain Werewolf Transformation for 12 seconds, rather than disabling the cost of maintaining only while channeling it. This passive will also trigger Fury generation each tick if you are a Werewolf Berserker, even if you are outside of combat.
Pursuit -> Master of the Chase: This passive’s bonus to Heavy Attack resource restore now only occurs at rank 2, as it is largely irrelevant for most play styles after the cost reduction changes and cuts down on performance.
Blood Rage: This passive now increases the amount of Fury you generate by 5|10 per source, rather than adding 3|5 seconds to your Werewolf timer when dealing damaging, up to once every 6 seconds.
Bloodmoon -> Shadow of the Bloodmoon: Just a simple name change that updates the name away from implying the actual Bloodmoon is happening every week.
Savage Strength -> Feral Cruelty: Increased the amount of Weapon and Spell Damage granted from this passive to 16|33%, up from 9|18%.
Call of the Pack -> Call of the Hunt: This passive now works by reducing the Ultimate cost of maintaining Werewolf form, rather than reducing the timer drained every second. The percentages are the same as before and works identically.
[Developer Comment]
This might be a place we iterate based on feedback, as we understand that this passive is vital to allowing Werewolves to indefinitely sustain their forms, but requires utilizing the Pack Leader morph or playing with up to 3 other Werewolves (or playing with a Pack Leader) to really gain effectiveness from. We’re cautiously optimistic that the other sweeping changes to Werewolf form sustain will be enough to keep the core experience a case where sustaining form is something you feel spurred to do, but with far more grace than before, so let us know your thoughts.
Scripts
Class Mastery: These scripts have been renamed to Class Flourish to avoid confusion with the Class Mastery system (they do not require you to have Class Mastery active).
Warden: This script now causes charmed enemies to walk to the center of the area, rather than to follow the caster. This was done in an effort to try and mitigate the frequency this charm could force enemies through terrain.
Updated the back end scripting of Shield Throw's Knock Back signature combination, in efforts to help mitigate the experiencing of desyncs during high latency conditions.
New Item Sets
The Prowler's Talisman
The Prowler's Talisman is a new kind of mythic that is available to everyone.
It is not found in antiquities. Rather, you can acquire it by going through the new Thieves Guild storyline.
It can be equipped at any level, and its power increases as you complete associated content.
The stats listed here are for the baseline Talisman.
While Battle Spirit is inactive, bracing while crouching turns you invisible for 10 seconds. This can occur once every 45 seconds.
Increase your chances of successfully Pickpocketing by 5%.
On dealing Critical Damage, increase your Max Magicka and Max Stamina for 10 seconds, up to 1900 at 10 stacks.
On dealing non-Critical Damage, increase your Health, Magicka, and Stamina Recovery for 10 seconds, up to 160 at 10 stacks.
Either effect can occur up to once every 1 second.
Current Item Sets
Class Sets
Aerie's Cry: This set now increases your damage done by 10%, rather than only damage done with Animal Companion skills by 10%.
Aetheric Lancer: Updated the damage proc from this set to be considered a class ability. This should help the set scale with a few more interactions, namely a few Templar specific ones. The Weapon and Spell Damage from this set now persists for 10 seconds, up from 6, to help improve its uptime in actual combat.
Beacon of Oblivion: Adjusted the damage and healing bonuses while no permanent pets are active and Battle Spirit is active to 7%, up from 5%.
Monolith of Storms: Increased the damage of this set by ~37.5%. This set now grants 200 Weapon and Spell Damage for every Monolith active.
Pyrebrand: Updated this set to interact with Wildfire Embers (a new Class Mastery for DK), rather than being based off generic damage over time effects. Decreased the damage of the damage over time proc by ~31.4%. Decreased the damage of the area effect proc by ~26.1%. Heavy Attacking now removes up to 3 stacks of Wildfire Embers or your Pyrebrand, rather than up to 3 damage over time effects. Adjusted the bonus damage effect to 25% per Wildfire Embers stack (up to 300% at max), rather than 20% per damage over time effect, up to 60%.
Soulcleaver: Adjusted this set's 3 piece bonus to Critical Chance, rather than Max Magicka. This set's 5 piece bonus now increases the damage and healing and reduces the cost of Siphoning abilities by 15%, down from 21%. Draining Ultimate from this set now increases your damage done by up to 12% based on how high your current Health is, for 12 seconds.
Spattering Disjunction: This set now also increases damage done with status effects by 40% while worn and generates a Crux when the set activates.
Wrathsun: This set now stacks up to 30 times, down from 40, making it easier to reach the maximum potency sooner. Increased the Magicka Recovery per stack to 21, up from 12, helping offset the penalty of this set over the course of a fight while retaining the highs and lows of the sustain draw. Wrathsun at maximum stacks now increases the damage done of Templar skill line abilities by 25% (10% against players), rather than the damage scaling of Dawn's Wrath abilities by 25%.
Dungeon Sets
Jorvuld’s Guidance: This set’s bonus duration is now properly reflected in tooltips.
Savage Werewolf: Adjusted this set's 2 piece to Critical Chance rather than Max Stamina and 4 piece to Weapon and Spell Damage rather than Stamina Recovery. This set's 5 piece now also grants 6% damage done while in Werewolf form.
Mythic Items
Cryptcanon’s Vestments: This set did now properly disables slot passives of Ultimates it override.
Shattered Path Signet: This set's bonus damage done effect with status effects is now reduced based on the number of permanent pets you have. The value is divided by 1 + the number of permanent pets you have; so at 1 pet it would be halved, at 2 pets it would be reduced to 1/3rd, and so on. This is additive with the player target reduction as well.
[Developer Comment]
We're toning down how strong this mythic can be in ultra niche cases by targeting the relative problem space; pet builds, and especially ones that utilize Feral Guardian.
Overland Sets
Hide of the Werewolf: This set now grants triple Ultimate generation (18) while in Werewolf form, rather than 6.
PvP Sets
The following sets have received changes to their non "keystone" bonuses (meaning their single stat lines like 2-4 piece bonuses) to better align with what their keystone bonuses are, as well as to improve on overall hybridization where it fits.
Affliction
3 pieces: Weapon and Spell Damage, rather than Stamina.
4 pieces: Offensive Penetration, rather than Stamina Recovery.
Blunted Blades
3 pieces: Critical Resistance, rather than Max Stamina.
Coup De Grace
3 pieces: Offensive Penetration, rather than Stamina Recovery.
Crest of Cyrodiil
2 pieces: Critical Resistance, rather than Stamina Recovery.
Dark Convergence
2 pieces: Weapon and Spell Damage, rather than Max Magicka.
Elfbane
2 pieces: Critical Chance, rather than Max Magicka.
5 pieces: Updated tooltip to include Dragonknight Standard.
Farstrider:
3 pieces: Critical Resistance, rather than Max Stamina.
Galerion's Revenge
3 pieces: Critical Resistance, rather than Magicka Recovery.
Hew and Sunder
2 pieces: Weapon and Spell Damage, rather than Max Stamina.
3 pieces: Offensive Penetration, rather than Max Stamina .
Impregnable Armor
2-4 pieces: Critical Resistance, rather than Max Health, Magicka, and Stamina.
5 pieces: Reduced the bonus to 986 Critical Resistance, down from 1650, to account for the raw Critical Resistance increase
Indomitable Fury
2 pieces and 3 pieces: Critical Resistance, rather than Max Magicka.
Knight Slayer
2 pieces Critical Resistance, rather than Max Magicka.
Leki's Focus
3 pieces and 4 pieces: Critical Resistance, rather than Max Stamina and Stamina Recovery respectively.
Light of Cyrodiil
3 pieces: Critical Chance, rather than Max Magicka.
4 pieces: Weapon and Spell Damage, rather than Max Magicka.
5 pieces: Bonus now reduces the cost of any Health, Magicka, or Stamina ability, rather than only Magicka abilities.
The Morang Tong
3 pieces: Critical Chance, rather than Max Stamina.
Phoenix
2 pieces: Weapon and Spell Damage, rather than Max Magicka.
3 pieces: Critical Resistance, rather than Magicka Recovery.
Rallying Cry
3 pieces: Critical Resistance, rather than Max Magicka.
4 pieces: Weapon and Spell Damage, rather than Critical Chance.
5 pieces: Critical Resistance now begins at 986 and loses 50 per target affected, rather than starting at 1650 and losing 83 per target affected.
Robes of Transmutation
2 pieces: Critical Resistance, rather than Max Magicka
3 pieces: Healing Done, rather than Magicka Recovery.
5 pieces: 1363 Critical Resistance for 4 seconds on activation, down from 1400 for 5 seconds.
Sentry
2 pieces: Critical Resistance, rather than Max Stamina.
Shared Pain
2 pieces: Critical Resistance, rather than Max Stamina.
3 pieces Weapon and Spell Damage, rather than Max Stamina.
Shield Breaker
2 pieces: Critical Chance, rather than Max Stamina.
3 pieces: Offensive Penetration, rather than Stamina Recovery.
Siegemaster's Focus
2 pieces: Critical Resistance, rather than Max Stamina.
Spell Strategist
2 pieces Weapon and Spell Damage, rather than Max Magicka.
Tracker's Lash
3 pieces: Offensive Penetration, rather than Max Magicka.
Vicecannon of Venom
2 pieces: Weapon and Spell Damage, rather than Max Stamina.
4 pieces: Critical Chance, rather than Stamina Recovery.
Vicious Death
3 pieces: Weapon and Spell Damage, rather than Max Magicka.
Warrior's Fury
3 pieces: Weapon and Spell Damage, rather than Max Stamina.
Wizard's Riposte
4 pieces: Critical Resistance, rather than Magicka Recovery.
Enervating Aura: This set now also applies Minor Enervation to enemies hit, to live up to its namesake.
Companion Abilities & Passives
Cunning (Ember): The Critical Chance from this passive now correctly works
First thing I noticed is that the Lion Guard character you talk to during the first quest (who is a Captain) and well just about every base Lion Guard NPC while they were updated to Ancestral Breton they don't use their own actual Lion Guard style. While this style is called "Lion Guard Captain" it could really be used by every Lion Guard npc and just taking the helmet off important NPCs or officers.
Sorta want to avoid the issue I noticed with the "Nibenese Noble's Shawled Robe" where that costume is never actually used by anyone in Cyrodiil (Blackwood, West Weald and the Gold Coast) and hope that the Lion Guard will actually use their style. Ancestral Breton is fine for other factions it's just the Lion Guard does actually have a style now to use as a uniform.
Aren't you the person who is also promoting the one-bar/HA exclusive guild on PC-EU? Feels like there is more to this than just an apology...
I was, and in fact we did some runs, all of them successful, and never fail or disband any. The only problem was with players who joined just to troll, but that’s nothing I couldn’t handle with a kick and a replacement.
But no, there’s nothing more to it than that. I just realized how broken Oakensoul is now, unless, yes, there is one "unless": players have enough experience with the game.
I always thought Oakensoul was released to help players learn mechanics and get into the game. At this point, it’s completely useless for both new and veteran players, Oakensoul is completely useless.
And yes, no more exclusive runs, and I’m "disbanding" the guild. There’s no point in keeping it going. New players are kind of “useless” if they use Oakensoul or 2bars, and experienced players aren’t interested in an "exclusive guild for 1bar" builds.
I just tried to create something until I realized how wrong I was.
Anyway, there’s no point in arguing about something where you’ll be right and I was completely wrong.
The question for all of you is: do you want an arcanist on your team to be selfish with single target damage, or do you want them to help clearing trash adds in fights