The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Patch Notes v1.4.0 fan made

Matuzes
Matuzes
✭✭✭
I was creating this for a long time and lot of ideas are missing or outdated, but still i will be good to see in game some of this. If we want to play in best mmorpg, we should help developers to make one.


Alliance War
General
• While in Cyrodiil, area of effect damage and healing skills no longer have player cap.
• You can buy new Guild Forward Camps in siege vendor across Cyrodiil.
• While placing Guild Forward Camp you must choose guild owner over this camp. Only guild members can respawn at camp.
• Forward Camps (both versions) have slightly reduced radius and you can no longer respawn at camp if you are outside that range. That will stop teleporting from one to another side of map.
• Guild Forward Camps can be placed near other Guild Forward Camps and Forward Camp.
• You can now only respawn at starting location or near keep that is controlled by your faction. For example, if you die near Chalman Keep you can't resawn on Brindle Keep.
• Guild ownership over Keeps and Outposts now base on numbers of players who capture keep or outpost. Guild still can't have more than one keep or outpost.
• You can no longer take ownership over mine, farm and lumbermill.
• When keep, outpost or one of resources have been taken, you can see what guild capture this structure. Conquered by [guild name].
• Guild who has ownership over keep also have ownership over its resources.
• Guild Crests appear near Alliance Banners in keeps, outposts and resources.
• New Ranking System on Cyrodiil for guilds. It shows how many structures have been taken and how many players killed by guild members.
• New Daily Quests for killing other alliances best guild members. Based on Guild Ranking System.
• Guild who have ownership over keep, now can choose what to upgrade.
• Keep upgrades base on how long keep have connection to resources. If keep have long connection to farm, NPC are stronger, there are more NPC patrolling keep roads and amount of NPC are increased. If keep for long time have no connection to farm, NPC are weaker, no patrols around keep and all NPC have half amount of health.
• Change appearance, structure and add more destructible walls to all keeps in Cyrodill. There are more unique.
• Keep resources are now placed further away from keep.
• Guild who has ownership over keep, now generate gold.
• Outposts appearance has been changed. There are more difficult to capture. Also added outer walls.
• Each Outpost have 3 Guild Traders stations. Players who buy from guild store in outposts have reduced cost by 5% and players who sell items in outposts receive 5% more gold.
• Guild who has ownership over outpost gain 2% gold from all transactions and all gold from guild who bid Guild Traders stations.
• Guild who has ownership over outpost can upgrade outpost by spending gold.
• Player can now buy all siege weapons with gold.
• Siege Weapons attacks have no longer red circle indicator.

• Ballista changes:
• Ballista: Reduced damage dealt to walls. Increased damage dealt to siege weapons.
• Fire Ballista: Chance to set on fire other siege weapons and camps.
• Lighting Ballista: Small chance to disintegrate players. Decreased damage dealt to siege weapons and walls.
• Ballista(all versions): now 2 players can use ballista, which results faster reload speed. Only first player can target and shoot.

• Catapult changes:
• Scattershot Catapult: Slightly reduced damage to walls. Chance to cause off-balance to players.
• Meatbag Catapult: Deal zero damage to structures and siege weapons.
• Oil Catapult: Oil stays on ground for 10 sec and can be set on fire by Fire Ballista or Firepot Trebuchet.
• Catapult(all versions): Now 3 players can use catapult, which results faster reload speed and increased range.

• Trebuchet changes:
• Stone Trebuchet: Slightly increased damage to walls.
• Iceball Trebuchet: Increased damage to players. Freezes ground for 10 sec.
• Firepot Trebuchet: Decreased damage to walls. Increased damage to siege weapons. Chance to set on fire other siege weapons and camps.
• Trebuchet(all versions): One person can't shoot trebuchet. Requires 2 people to shoot, 3 people - reload speed increased, 4 people - reload speed increased even further and have increased range.

• Flaming Oil changes:
• Flaming Oil damages also user, when using in flat terrain.

• Battering Ram changes:
• Can be used by 6 people but like other siege weapons. You can't use abilities while using it.
• People using Battering Ram have 90% reduced damage from siege weapons and all ranged abilities.
• Battering Ram damage to doors has been greatly increased. Speed depends on number of people using Ram.

• Siege Weapons lose durability only when actively using, set on fire by players or damaged by other siege weapons.
• You can no longer respawn in keep if inner walls are destroyed.
• Imperial Skirmishers Arena:
• Group of 4 players can sign up for 4v4v4 Arena Tournament.
• Its Capture Flag 20 min long match. After 20 min, team with largest amount of kills wins.
• You can sign up your team any time, but Arena Tournament entry cost is 5000 Alliance Points per team member.
• In Arena you can fight against your faction players.
• Once a week, best 15 teams, can join Great Tournament and win large amount of gold and alliance points.

Art & Animation
General
• New sneak and sprint animation for Werewolf players. While sprinting in Werewolf form, you run on four paws.
• New animation for mounts.
• New visual for mounts. Armors, more backpacks etc..
• You can now use some emotes on mounts.
• You can now use emotes during combat.

Combat & Gameplay
General
• While transforming to Werewolf form you are immune for control effects and damage from all sources.
• While Werewolf form you can now use Break Free.
• While using Mage Light ability (and its morphs) during sneaking or invisibility, ball of light is visible for other players.
• Increases stamina and magica cost of area of effect damage and healing abilities.
• You can now block attacks only on front of your character. It's 180 degrees instead of 360. It's also apply to NPC.
• You can't use any ability while blocking. Skills will be locked like while using sprint.
• Bow, Dual Wield, Two Handed, One Handed and Shield passive abilities that reduced stamina cost of skills now are replaced. Stamina cost for skills from this weapons lines have been reduced by adequate amount.
• Increased damage dealt by light and heavy attacks. Its only apply to melee weapons.

Weapons
• Bow
• Scatter Shot: Slightly increased damage.
• Arrow Spray: Slightly increased damage.
• Accuracy: Increase Weapon Critical by 4/8%.
• Ranger: You move 7/15% faster with Bow equipped.
• Hasty Retreat: Increase duration to 4 sec.

• Dual Wield
• Rending Slashes: Increased bleed damage.
• Flurry: Fixed animation duration.
• Blinding Flurry: Increased off balance duration.
• Controlled Fury: While in combat, every 20/10 sec gain 5% of Max Stamina.
• Twin Blade and Blunt: Greatly increase bleed damage from Axes. Bleed damage now stack up 3 times. Increase bonus damage with Sword equipped from 2.5% to 5%. Ignore 7/15% armor with Mace equipped.

• One Hand and Shield
• Shielded Assault: Increased value of shield.
• Power Bash: Increased damage of this ability and its morphs.
• Reverberating Bash: Enemy Weapon Damage and Spell Power is reduced by 30 for 6 sec when disorient ends.
• Fortress: Reduced cost of Blocking by 15/30%. While Shield equipped your blocking works on 210/240 degrees instead of 180.
• Deadly Bash: Bash deal 50/100% additional damage and cost 20/40% less stamina. Successful bash disorient target for 4 sec.
• Battlefield Mobility: Reduced movement penalty during block by 50/100%.

• Two Handed
• Uppercut: Cast time reduced to 0.5 sec.
• Forward Momentum: Remove snare and immobilize effects.
• Rally: Healing player over duration of this ability instead when it ends.
• Forceful: Splash damage apply to one additional target.
• Heavy Weapons: Greatly increase bleed damage from Two-Handed Axes. Bleed damage now stack up 3 times. Increase bonus damage with Two-Handed Sword equipped from 5% to 10%. Ignore 15/30% armor with Two-handed Mace equipped.
• Balanced Blade: Blocking melee and bow light and heavy attacks with Two-Handed weapon equipped have 7/15% chance to reflect damage to enemy.
• Battle Rush: Killing a target increase Stamina recovery by 60% for 6 sec.

Armor
• Light Armor
• Annulment: Requires 5 pieces of light armor to use.

• Medium Armor
• Evasion: Requires 5 pieces of medium armor to use.
• Shuffle: Removes snares and immobilize effects.

• Heavy Amor
• Immovable: Requires 5 pieces of heavy armor to use.
• Immovable Brute: Increase weapon damage from 1% to 2% for each piece of heavy armor equipped .
• Constitution: Decreases cost of blocking by 2/4% for each piece of heavy armor equipped.
• Bracing: Gain 0.5/1% of Max Stamina and 1/2 Ultimate for each successful block when 5 or more heavy armor pieces equipped.
• Rapid Mending: Increase Healing received by 0.5/1% and health recovery by 2/4% for each piece of heavy armor equipped.

Guilds
• Fighters Guild
• Dawnbreaker: Cost increased to 150 ultimate points, but it's now instant cast ability.
• Ring of Preservation: Increase magica and stamina recovery in addition to health recovery
• Trap Beast: Magic damage cause by entering trap is now area of effect and have 5 meters radius.
• Bounty Hunter: New quest for killing Werewolf and Vampire players, that give alliance points in addition to experience points.

• Mages Guild
• Entropy: Restores health every 2 sec, but have smaller value. Apply to Entropy morphs.
• Magelight: No longer detect invisible enemies.
• Inner Light: No longer detect invisible enemies.
• Radiant Magelight: Without changes.
• Magica Controller: Increase Magica Recovery to 5% per Mage Guild ability slotted.

World
• Soul Magic
• Soul Assault: Slightly reduced damage of this morph.
• Soul Channel: Allow player, to revive another player without spending soul gem once every 40/20 min.

• Werewolf
• Werewolf Transformation: cost reduced to 1 ultimate. Toggle Ultimate. While Werewolf form, you can activate this skill again to receive temporary additional effect, based on ultimate points. When this effect pass, you are forced to transform back to normal form and you can't transform again for a while. Note that, after transformations you ultimate is reset to zero.
• Stage 1: 0-150 Ultimate points. Transform back to normal form, without cooldown on next transformation.
• Stage 2: 151-300 Ultimate points. You run speed, stamina and armor increases even further. Heavy attacks snares target 40% for 10 sec. Stage lasts 20 sec.
• Stage 3: 301-450 Ultimate points. You run speed, stamina and armor increases even further. Heavy attacks stun for 2 sec and then snares target 60% for 10 sec. Stage lasts 20 sec.
• Stage 4: 600+ Ultimate points. You run speed, stamina and armor increases even further. Heavy attacks stun for 2 sec, and then snares target 60% for 10 sec. You are immune to snares and immobilize effects. Stage lasts 20 sec.
• Pack Leader: While in Werewolf form, you and your allies gain ultimate faster and increase your werewolf stages time by 10 sec.
• Werewolf Berserker: No longer have stage 1. In stages 2-4 gain additional speed attack bonus and light and heavy attacks adds bleed damage. Stage 4 additional effect is damage reduction based on your lost health, starting at 60%.
• Feral Pounce: Player leap to target dealing x physical damage and knock down for 2 sec. Also reduced target armor by 20% for 5 sec.
• Savage Slashes: Four hit consecutive attack for (0.5x, x,x,2x) physical damage.
• Critical Slashes: (Savage Slashes morph) All four attacks are critical hits.
• Blood Slashes: (Savage Slashes morph) Return health based on damage dealt.
• Animal Brother: Summon a Wolf companion to attack your target for 15 sec. Wolf attacks cause bleed.
• Ice Brother: (Animal Brother morph) Summon more powerful Ice Wolf companion to attack your target for 15 sec. Ice Wolf attacks cause bleed, frost damage and have chance to immobilize target for 3 sec.
• Feral Brother: (Animal Brother morph) Summon more powerful Feral Wolf to attack your target for 15 sec. Feral Wolf attack cause bleed, poison and disease damage.
• Roar: Without changes.
• Beast Vigor: Heal yourself for 2% of max heath every second. Lasts 10 sec.
• Predator: (Beast Vigor morph) Heal yourself for 2% of max heath every second and gain 1% damage bonus every 2 sec. Lasts 10 sec.
• Night Vigor: (Beast Vigor morph) Heal yourself for 2% of max heath every second. 3% of max health during night. Lasts 10 sec.
• Devour: While Werewolf form, you can devour corpses to gain ultimate points and small heal.
• Call of the Pack: Now its Night Hunter. Increase movement speed while sneaking and increase sneak attack bonus. Works only while Werewolf form.

• Vampire
• Bat Swarm: Slightly reduced damage by this ultimate and its morphs.
• Drain Essence: You can now use this skill on characters immune to crowd control abilities. Note, that stun from this skill will not work.
• Vampiric Grip: Pulls target towards you.
• Paralyze Grip: (Vampiric Grip morph) Pulls target towards you and immobilize for 3 sec.
• Death Grip: (Vampiric Grip morph) Pulls target towards you and deal x magic damage.
• Mist Form: Without changes.
• Gargoyle: Summon a gargoyle to attacks enemies. Toggle to activate. Reduces Max Magica and Health by 10%.
• Gargoyle Lord: (Gargoyle morph) Summon a powerful (more base damage and health) gargoyle to attacks enemies. Gargoyle Lord have additional chance to stun for 2 sec. Toggle to activate. Reduces Max Magica and Health by 10%.
• Exploding Gargoyle: (Gargoyle morph) Summon a gargoyle to attacks enemies. Toggle to activate. Activate again to cause gargoyle to explode, dealing x magic damage and knock back 3 nearest enemies. Reduces Max Magica and Health by 10%.
• Supernatural Reflex: You light and heavy attack speed increase by 20%. Lasts 15 sec.
• Poisonous Reflex: (Supernatural Reflex morph) You light and heavy attack speed increase by 20% and each hit deal additional poison damage. Lasts 15 sec.
• Evasive Reflex: (Supernatural Reflex morph) You light and heavy attack speed increase by 20% and every 3 seconds gain 4% dodge chance. Lasts 15 sec.
• Unnatural Resistance: Additional 20% frost resistance.

Alliance War

• Support:
• Siege Engineer: Increase amount of repaired damage to walls, doors and siege weapons.

• Assault:
• Siege Warfare: Increases damage dealt to players, other siege weapons and structures while using siege weapon.

Crafting & Economy
General
• You can now stack crafting items up to 500.
• Added slider for refine crafting materials. Now you refine as many materials as you want, with one click.
• We separate item appearance from crafting material. You can craft "low level" visual item with high level material. This should add even more diversity of player appearance.
• You can now see exactly how item looks, before crafting it.
• You can now research more traits in same piece of item.

• Added new weapon traits:
• Oblivion - increase damage to Deadric and Undead enemies
• Cyrodilic - increase damage to enemy players
• Polished - increase damage of light and heavy attacks

• Added new armor traits:
• Arcane - increase base spell resistance
• Holy - decrease damage dealt by Deadric and Undead enemies
• Cyrodilic - decrease damage dealt by enemy players

• You can now find motifs:
• Akaviri (can be looted only from Cyrodiil reward chests)
• Fighter Guild
• Mage Guild
• Worm Cult

• You can now craft poisons in alchemy table.
• Base ingredient for crafting poisons is fat. You can obtain it by killing animals and retrieve from fish.
• Players can now find green, blue and purple quality glyphs.
• Fishing skill line added.
• You can now catch white, green, blue and purple quality fish.
• Fish works similar to herbs, they have 4 different effects. You can discover them by eating or preparing fish.
• You can now use fish for Provisioning and Alchemy.
• While cooking food you can add prepared fish and bonus effects for your crafted food. For example you can craft blue food that gives Magica and Stamina and bonus from fish will be 15 Weapon Damage.
• You can now retrieve fat from fishes. Fat is required ingredient for crafting poisons. Fish is destroyed during extraction and you can no longer prepare fish for cooking.
• Added Jewelcrafting skill line.
• Added Copper, Silver and Gold ore veins.
• Gold veins are very rare and respawn in regular veins locations.
• Added Flawless Diamond(Legendary), Flawless Sapphire(Superior), Flawless Garnet(Epic), Flawless Emerald(Fine) Gemstones.
• Gemstones can be found when refining Copper, Silver and Gold ore or from deconstruction rings and necklaces.
• You can now deconstruct jewelry.
• You can now create set rings and necklaces. Added jewelry stations across Tamriel.
• Added new traits for jewelry.

Blacksmithing
• Keen Eye: Ore: Additional effect. You can now gather more ore from one source. 1-3 more ore.

Clothier
• Keen Eye: Cloth and Leather: Additional effect. You can now gather more cloth from one source and skin more leather from animal. 1-3 more cloth and leather.

Woodworking
• Keen Eye: Wood: Additional effect. You can now gather more wood from one source. 1-3 more wood.

Alchemy
• Keen Eye: Reagents: Additional effect. You can now gather more ingredients from one source. 1-2 more plants.
• Medicinal Use: Crafted potions resulting effect will lasts longer 10/20/30%.
• Chemistry: Craft 1/2/3 additional potions or poisons.
• Snakeblood: Reduced duration of negative effects by 50/80/100% in crafted potions and reduced duration of positive effects by 50/80/100% in crafted poisons.
• Poisoner: Crafted poisons resulting effect will lasts longer 10/20/30%.

Enchanting
• Keen Eye: Runestone: Additional effect. You can now gather more runes from one source. 1-2 more runes.
• Aspect Extraction: Now it's Extraction and improve chance to extracting better runes.
• Armor Enchanter: Increases armor enchants value by 5/10/15%.
• Weapon Enchanter: Increases weapon enchants value by 5/10/15%.
• Jewelry Enchanter: Increases jewelry enchants value by 5/10/15%.

Provisioning
• Fish Gourmand: You can now add prepared fish while crafting food.
• Connoisseur: Adds 10/20/30 min to any consumed food.
• Chef: Creates 1/2/3 extra serving for each food you make.
• Brewer: Deleted

Fishing
• Fishing: You can now prepare white/green/blue/purple quality fish.
• Fish Expert: While preparing fish you can reduced 1/2 negative effects of fish.
• Fat Extractor: You can now extract fat from white/green/blue/purple quality fish.
• Still Bait: No longer lose lure after failed fishing attempt. After catching fish you have 25/50% chance to retrieve lure.
• Patience Master: Increase chance to catch more rare fish by 5/10/15%.
• Fisher Hireling: Hireling will send you fishes and fishing lure.

Jewelcrafting
• Jeweler: You can mine and refine Copper/Silver/Gold ore.
• Gemcutter: You can create jewelry with green/blue/purple/gold quality gems.
• Keen Eye: Ore: You can now gather more ore from one source. 1-2 more ore.
• Gem Extraction: Increase chance of extraction more jewelcrafting ingredients and allows the refining to more powerful gems from raw materials.
• Silversmith: Reduced research time by 5/10/20% and allow to research 2/3 traits at once.
• Gem Hireling: Hireling will send you random quality and quantity gems.


Exploration & Itemization
General
• Greatly increased difficulty of Treasure Chests.
• You can now pick lock doors, gratings, cells and cages.
• Many of dressers, wardrobes and other furniture are now locked.

Miscellaneous
General
• Added New Mounts:
• Donkey (2 different colors): -5% Speed, 5 Stamina, 10 Carrying, 5 000 gold.
• Camel (2different colors): -10% Speed, 15 Stamina, 20 Carrying, 42 000 gold.
• Guar (2 different colors):10% Speed, 15 Stamina, 0 Carrying, 40 000 gold.
• Sabre Cat (2 different colors): 20% Speed, 15 Stamina, 0 Carrying, 85 000 gold.

• While mounted you gain new skill bar with mount abilities.
• Max level of your mount is reduced from 50 to 25.
• Gold refund for horse upgrades to all players.
• Meat is new Feed type and apply only to guar and sabre cat.
• Mounts have now 1 primary ability. For example, Donkey can teleport to any Wayshrine once per 30 min. While using Sabre Cat you can use stealth.
• Mounts gain additional abilities with 5,15,25 points spend in attributes. Note, that you have only 25 points to spend. For example, 25 points in stamina gives your mount Charge ability, for 10 sec knockback and knockdown any enemy on your path.

UI
Guild
• You can now set on/off guild members accomplishment notification.
• New guild notification for becoming Emperor.
• You can now set amount of items, that can be withdrawn from Guild Bank by one player in 24h.
Edited by Matuzes on July 28, 2014 8:50AM
Matuzes - Imperial Nightblade
Headhunters
  • Hypertionb14_ESO
    Hypertionb14_ESO
    ✭✭✭✭✭
    lots of stuff i would like to see, and a few things where i am honestly wondering what you are thinking.
    I play every class in every situation. I love them all.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Matuzes wrote: »
    I was creating this for a long time and lot of ideas are missing or outdated, but still i will be good to see in game some of this. If we want to play in best mmorpg, we should help developers to make one.


    Alliance War
    General
    • While in Cyrodiil, area of effect damage and healing skills no longer have player cap.
    • You can buy new Guild Forward Camps in siege vendor across Cyrodiil.
    • While placing Guild Forward Camp you must choose guild owner over this camp. Only guild members can respawn at camp.
    • Forward Camps (both versions) have slightly reduced radius and you can no longer respawn at camp if you are outside that range. That will stop teleporting from one to another side of map.
    • Guild Forward Camps can be placed near other Guild Forward Camps and Forward Camp.
    • You can now only respawn at starting location or near keep that is controlled by your faction. For example, if you die near Chalman Keep you can't resawn on Brindle Keep.
    • Guild ownership over Keeps and Outposts now base on numbers of players who capture keep or outpost. Guild still can't have more than one keep or outpost.
    • You can no longer take ownership over mine, farm and lumbermill.
    • When keep, outpost or one of resources have been taken, you can see what guild capture this structure. Conquered by [guild name].
    • Guild who has ownership over keep also have ownership over its resources.
    • Guild Crests appear near Alliance Banners in keeps, outposts and resources.
    • New Ranking System on Cyrodiil for guilds. It shows how many structures have been taken and how many players killed by guild members.
    • New Daily Quests for killing other alliances best guild members. Based on Guild Ranking System.
    • Guild who have ownership over keep, now can choose what to upgrade.
    • Keep upgrades base on how long keep have connection to resources. If keep have long connection to farm, NPC are stronger, there are more NPC patrolling keep roads and amount of NPC are increased. If keep for long time have no connection to farm, NPC are weaker, no patrols around keep and all NPC have half amount of health.
    • Change appearance, structure and add more destructible walls to all keeps in Cyrodill. There are more unique.
    • Keep resources are now placed further away from keep.
    • Guild who has ownership over keep, now generate gold.
    • Outposts appearance has been changed. There are more difficult to capture. Also added outer walls.
    • Each Outpost have 3 Guild Traders stations. Players who buy from guild store in outposts have reduced cost by 5% and players who sell items in outposts receive 5% more gold.
    • Guild who has ownership over outpost gain 2% gold from all transactions and all gold from guild who bid Guild Traders stations.
    • Guild who has ownership over outpost can upgrade outpost by spending gold.
    • Player can now buy all siege weapons with gold.
    • Siege Weapons attacks have no longer red circle indicator.

    • Ballista changes:
    • Ballista: Reduced damage dealt to walls. Increased damage dealt to siege weapons.
    • Fire Ballista: Chance to set on fire other siege weapons and camps.
    • Lighting Ballista: Small chance to disintegrate players below 15% HP. Decreased damage dealt to siege weapons and walls.
    • Ballista(all versions): now 2 players can use ballista, which results faster reload speed. Only first player can target and shoot.

    • Catapult changes:
    • Scattershot Catapult: Slightly reduced damage to walls. Chance to cause off-balance to players.
    • Meatbag Catapult: Deal zero damage to structures and siege weapons.
    • Oil Catapult: Oil stays on ground for 10 sec and can be set on fire by Fire Ballista or Firepot Trebuchet. No longer deals fire damage on impact
    • Catapult(all versions): Now 3 players can use catapult, which results faster reload speed and increased range.

    • Trebuchet changes:
    • Stone Trebuchet: Slightly increased damage to walls.
    • Iceball Trebuchet: Increased damage to players. Freezes ground for 10 sec.
    • Firepot Trebuchet: Decreased damage to walls. Increased damage to siege weapons. Chance to set on fire other siege weapons and camps.
    • Trebuchet(all versions): One person can't shoot trebuchet. Requires 2 people to shoot, 3 people - reload speed increased, 4 people - reload speed increased even further and have increased range.

    These mostly discourage small group play even further, and encourage further zerging

    • Flaming Oil changes:
    Flaming Oil damages also user, when using in flat terrain. Your flaming oil target area must be at least 6 meters below you in order to fire.

    • Battering Ram changes:
    • Can be used by 6 people but like other siege weapons. You can't use abilities while using it.
    • People using Battering Ram have 90% reduced damage from siege weapons and all ranged abilities.
    • Battering Ram damage to doors has been greatly increased. Speed depends on number of people using Ram.

    Siege Weapons lose durability only when actively using, set on fire by players or damaged by other siege weapons. Players can now only have 2 simultaneous siege weapons active at any one keep/outpost/resource
    Keep siege limit increased to 30. Outpost siege limit remains the same. Resource siege limit reduced to 10. Home/shrine area 20 for owners, 10 for attackers.
    You can no longer respawn in keep if inner walls are destroyed.
    • Imperial Skirmishers Arena:
    • Group of 4 players can sign up for 4v4v4 Arena Tournament.
    • Its Capture Flag 20 min long match. After 20 min, team with largest amount of kills wins.
    • You can sign up your team any time, but Arena Tournament entry cost is 5000 Alliance Points per team member.
    • In Arena you can fight against your faction players.
    • Once a week, best 15 teams, can join Great Tournament and win large amount of gold and alliance points.

    Art & Animation
    General
    • New sneak and sprint animation for Werewolf players. While sprinting in Werewolf form, you run on four paws.
    • New animation for mounts.
    • New visual for mounts. Armors, more backpacks etc.. Such as high stamina horse having cooler armor than just a patch on the head :neutral_face:
    • You can now use some emotes on mounts.
    • You can now use emotes during combat.

    Combat & Gameplay
    General
    • While transforming to Werewolf form you are immune for control effects and damage from all sources.
    • While Werewolf form you can now use Break Free.
    • While using Mage Light ability (and its morphs) during sneaking or invisibility, ball of light is visible for other players.
    Increases stamina and magica cost of area of effect damage and healing abilities.
    Healing targets outside of combat no longer generates ultimate. Healing targets at full HP no longer generates ultimate.
    Skills and traits that caused ultimate generation outside of combat no longer do so.
    • You can now block attacks only on front of your character. It's 180 degrees instead of 360. It's also apply to NPC. The Brace buff (blocking) now reduces stamina regeneration to 0 while it is in effect, and for 1 second after the effect ends.
    You can't use any ability while blocking. Skills will be locked like while using sprint.
    • Bow, Dual Wield, Two Handed, One Handed and Shield passive abilities that reduced stamina cost of skills now are replaced. Stamina cost for skills from this weapons lines have been reduced by adequate amount.
    • Increased damage dealt by light and heavy attacks. Its only apply to melee weapons.

    Weapons
    • Bow
    New ultimate: Rain of arrows. 200 ultimate. Call down a rain down arrows for 15 seconds in the targeted area dealing 50 damage per 1/2s to enemies in the area. 25m range, 15m radius
    Fire Storm (morph of Rain of arrows) Arrows now set the ground on fire, dealing an additional 50 fire damage per second to enemies in the area.
    Frost Barrage (morph of Rain of arrows) Arrows now chill the ground, snaring enemies in the area of effect by 50% with a 10% chance per second to root enemies for 3 seconds.
    • Scatter Shot: Slightly increased damage.
    Volley: Now casts instantly. Minimum range removed. Radius increased by 2 meters and duration increased by 2 seconds.
    Scorched earth: Additional Fire damage starts when skill is activated
    Arrow Barrage: Remove radius increase. Disorients targets in the area of effect with a 10% chance to knockdown for 2 seconds each hit.
    • Arrow Spray: Slightly increased damage.
    • Accuracy: Increase Weapon Critical by 4/8%.
    Ranger: You move 7/15% faster with Bow equipped.
    • Hasty Retreat: Increase duration to 4 sec.

    • Dual Wield
    New ultimate: Heat Seeker. 200 ultimate. All successful (unblocked) dual wield attacks are guaranteed critical hits for 17 seconds (20@ rank 4)
    Heart stopper (morph of Heart Seeker): All successful dual wield attacks are now guaranteed sneak attack criticals.
    Heart Stealer (morph of Heart Seeker): All successful dual wield attacks are guaranteed critical hits and each hit heals you for 50% of the damage dealt.
    • Rending Slashes: Increased bleed damage.
    • Flurry: Fixed animation duration.
    • Blinding Flurry: Increased off balance duration.
    • Controlled Fury: While in combat, every 20/10 sec gain 5% of Max Stamina.
    • Twin Blade and Blunt: Greatly increase bleed damage from Axes. Bleed damage now stack up 3 times. Increase bonus damage with Sword equipped from 2.5% to 5%. Ignore 7/15% armor with Mace equipped.

    • One Hand and Shield
    New ultimate: Shield Wall. 200 ultimate. Negate all damage taken while blocking for 17 seconds (20 @ rank 4)
    Spiked Wall (Morph of shield wall): Return all damage that would be received to the attacker while blocking.
    Restoring Wall (Morph of shield wall): 50% of damage that would be received is instead restored as health and stamina
    • Shielded Assault: Increased value of shield.
    • Power Bash: Increased damage of this ability and its morphs.
    • Reverberating Bash: Enemy Weapon Damage and Spell Power is reduced by 30 for 6 sec when disorient ends.
    Fortress: Reduced cost of Blocking by 15/30%. While Shield equipped your blocking works on 210/240 degrees instead of 180. Reduce cost of blocking by 7/15%
    • Deadly Bash: Bash deal 50/100% additional damage and cost 20/40% less stamina. Successful bash disorient target for 4 sec.
    • Battlefield Mobility: Reduced movement penalty during block by 50/100%.

    • Two Handed
    new Ultimate ability: Berzerk. 250 ultimate. Two handed attacks deal 30% more damage for 17 seconds (20 @ rank 4
    Unstoppable Fury (Berzerk morph): Two handed attacks are now unblockable. Passive: 5% chance to deal full damage through block.
    Calm Fury (Berzerk Morph): Two handed abilities cost 30% less stamina for the duration. Passive: decrease cost of two handed abilities by 5%.
    • Uppercut: Cast time reduced to 0.5 sec.
    Cleave: Bleed now deals its damage over 5 seconds from 10 seconds. Base damage slightly increased
    Carve (Morph of cleave) Ultimate gain now scales on skill rank.
    • Forward Momentum: Remove snare and immobilize effects.
    • Rally: Healing player over duration of this ability instead when it ends.
    • Forceful: Splash damage apply to one additional target.
    • Heavy Weapons: Greatly increase bleed damage from Two-Handed Axes. Bleed damage now stack up 3 times and is increased to 100/200. Increase bonus damage with Two-Handed Sword equipped from 5% to 10%. Ignore 15/30% armor with Two-handed Mace equipped.
    • Balanced Blade: Blocking melee and bow light and heavy attacks with Two-Handed weapon equipped have 7/15% chance to reflect damage to enemy cost no stamina.
    • Battle Rush: Killing a target increase Stamina recovery by 60% for 6 sec. Killing a target restores 450 stamina over 6 seconds.

    Destruction Staff
    New ultimate: Elemental field. 250 ultimate. Creates a field of the elements where you stand that deals 50 magic damage (element altered by staff equipped) damage per second to those standing in it. 15s duration, 25m radius.
    Time Distortion (morph of elemental field). Causes all actions and animations of enemies caught in the field to be slowed by 25% while your allies are increased by 25%.
    Great Elemental field (morph of elemental field): Deals double damage
    Impulse: this ability can now be blocked. Increased magicka cost.

    Restoration Staff
    New ultimate: Healing pulse. 250 ultimate. Heal all nearby allies for 75 per second for 20 seconds. 25m radius.
    Triage (morph of healing pulse): triples healing done to allies below 50% HP.
    Angel light (morph of healing pulse): Reduce damage taken by allies in range by 20%
    Cycle of Life: This ability now increases healing done instead of damage dealt.

    Armor
    • Light Armor
    • Annulment: Requires 5 pieces of light armor to use.
    Concentration: Spell Penetration reduced to 2/4% per piece of light armor equipped.

    • Medium Armor
    • Evasion: Requires 5 pieces of medium armor to use.
    • Shuffle: Removes snares and immobilize effects.

    • Heavy Amor
    • Immovable: Requires 5 pieces of heavy armor to use.
    • Immovable Brute: Increase weapon damage from 1% to 2% for each piece of heavy armor equipped . Weapon ability damage per piece of heavy armor equipped now increases by rank instead of armor. 0.5%/1%/1.5%/2%
    Juggernaut: Increase damage of [i[Weapon abilities[/i] by .5%/1% per piece of heavy armor equipped
    Constitution: Decreases cost of blocking by 2/4% for each piece of heavy armor equipped.
    • Bracing: 50% chance to gain 0.5/1% of Max Stamina and 1/2 Ultimate for each successful block when 5 or more heavy armor pieces equipped. Decrease cost of blocking by 40% when 5 or more pieces of heavy armor are equipped. Able to block 360 degrees when 5 or more pieces of heavy armor are equipped.
    • Rapid Mending: Increase Healing received by 0.5/1% and health recovery by 2/4% 1/2% for each piece of heavy armor equipped.

    Guilds
    • Fighters Guild
    Dawnbreaker: Change name to Brute Force. Now deals 50% more damage, is now physical, and no longer has an extra daedra/ww/vampire damage component Cost increased to 150 ultimate points, but it's now instant cast ability.
    Flawless Dawnbreaker: No longer has increased weapon ability damage. Now hits 360% AoE
    • Ring of Preservation: Increase magica and stamina recovery in addition to health recovery
    • Trap Beast Foe: Change damage to physical. Damage cause by entering trap is now area of effect and have 5 meters radius.
    Slayer: Change name to Art of War: Increases damage with weapon abilities by 7/15% instead of extra damage to daedra/ww/vampire
    Banish the wicked: Rename to Kill frenzy. Gain 2/4/6 additional ultimate upon slaying an enemy.
    Bounty Hunter: New quest for killing Werewolf and Vampire players, that give alliance points in addition to experience points. Fighters guild should have less to do with undead/daedra/WW and more to do with physical damage fighters. A different "one or the other" skill line should deal with them with greater intensity.

    • Mages Guild
    Meteor: Target is no longer able to block meteor or its morphs. The ability now strikes its target(s) upon activating the ultimate.
    • Entropy: Restores health every 2 sec, but have smaller value. Apply to Entropy morphs.
    Magelight: No longer detect invisible enemies. Now increases weapon critical as well as spell critical
    Inner Light: No longer detect invisible enemies.
    • Radiant Magelight: Without changes.
    • Magica Controller: Increase Magica Recovery to 5% per Mage Guild ability slotted.

    World
    • Soul Magic
    • Soul Assault: Slightly reduced damage of this morph.
    • Soul Channel: Allow player, to revive another player without spending soul gem once every 40/20 min.

    • Werewolf
    • Werewolf Transformation: cost reduced to 1 ultimate. Toggle Ultimate. While Werewolf form, you can activate this skill again to receive temporary additional effect, based on ultimate points. When this effect pass, you are forced to transform back to normal form and you can't transform again for a while. Note that, after transformations you ultimate is reset to zero.
    • Stage 1: 0-150 Ultimate points. Transform back to normal form, without cooldown on next transformation.
    • Stage 2: 151-300 Ultimate points. You run speed, stamina and armor increases even further. Heavy attacks snares target 40% for 10 sec. Stage lasts 20 sec.
    • Stage 3: 301-450 Ultimate points. You run speed, stamina and armor increases even further. Heavy attacks stun for 2 sec and then snares target 60% for 10 sec. Stage lasts 20 sec.
    • Stage 4: 600+ Ultimate points. You run speed, stamina and armor increases even further. Heavy attacks stun for 2 sec, and then snares target 60% for 10 sec. You are immune to snares and immobilize effects. Stage lasts 20 sec.

    • Pack Leader: While in Werewolf form, you and your allies gain ultimate faster and increase your werewolf stages time by 10 sec.
    • Werewolf Berserker: No longer have stage 1. In stages 2-4 gain additional speed attack bonus and light and heavy attacks adds bleed damage. Stage 4 additional effect is damage reduction based on your lost health, starting at 60%.
    • Feral Pounce: Player leap to target dealing x physical damage and knock down for 2 sec. Also reduced target armor by 20% for 5 sec.
    • Savage Slashes: Four hit consecutive attack for (0.5x, x,x,2x) physical damage.
    • Critical Slashes: (Savage Slashes morph) All four attacks are critical hits.
    • Blood Slashes: (Savage Slashes morph) Return health based on damage dealt.
    • Animal Brother: Summon a Wolf companion to attack your target for 15 sec. Wolf attacks cause bleed.
    • Ice Brother: (Animal Brother morph) Summon more powerful Ice Wolf companion to attack your target for 15 sec. Ice Wolf attacks cause bleed, frost damage and have chance to immobilize target for 3 sec.
    • Feral Brother: (Animal Brother morph) Summon more powerful Feral Wolf to attack your target for 15 sec. Feral Wolf attack cause bleed, poison and disease damage.
    • Roar: Without changes.
    • Beast Vigor: Heal yourself for 2% of max heath every second. Lasts 10 sec.
    • Predator: (Beast Vigor morph) Heal yourself for 2% of max heath every second and gain 1% damage bonus every 2 sec. Lasts 10 sec.
    • Night Vigor: (Beast Vigor morph) Heal yourself for 2% of max heath every second. 3% of max health during night. Lasts 10 sec.
    • Devour: While Werewolf form, you can devour corpses to gain ultimate points and small heal.
    • Call of the Pack: Now its Night Hunter. Increase movement speed while sneaking and increase sneak attack bonus. Works only while Werewolf form.

    • Vampire
    Bat Swarm: Slightly reduced damage by this ultimate and its morphs.
    • Drain Essence: You can now use this skill on characters immune to crowd control abilities. Note, that stun from this skill will not work. Drain essense can now be used on targets that are blocking. It can no longer be CC broken
    • Vampiric Grip: Pulls target towards you.
    • Paralyze Grip: (Vampiric Grip morph) Pulls target towards you and immobilize for 3 sec.
    • Death Grip: (Vampiric Grip morph) Pulls target towards you and deal x magic damage.
    • Mist Form: Without changes. Increased duration to 6 seconds.
    Elusive mist: Now immune to snares and roots.
    Poison Mist: . Damage dealt every 1 second from 1.5 seconds. Poison damage slightly increased. Damage reduction reduced to 50%
    • Gargoyle: Summon a gargoyle to attacks enemies. Toggle to activate. Reduces Max Magica and Health by 10%. 5%.
    • Gargoyle Lord: (Gargoyle morph) Summon a powerful (more base damage and health) gargoyle to attacks enemies. Gargoyle Lord have additional chance to stun for 2 sec. Toggle to activate. Reduces Max Magica and Health by 10%. 5%.
    Exploding Gargoyle: (Gargoyle morph) Summon a gargoyle to attacks enemies. Toggle to activate. Activate again to cause gargoyle to explode, dealing x magic damage and knock back 3 nearest enemies. Reduces Max Magica and Health by 10%.
    • Supernatural Reflex: You light and heavy attack speed increase by 20%. Lasts 15 sec.
    • Poisonous Reflex: (Supernatural Reflex morph) You light and heavy attack speed increase by 20% and each hit deal additional poison damage. Lasts 15 sec.
    • Evasive Reflex: (Supernatural Reflex morph) You light and heavy attack speed increase by 20% and every 3 seconds gain 4% dodge chance. Lasts 15 sec.
    Unnatural Resistance: Additional 20% frost resistance. Increased fire damage taken now scales with stage, while an equal amount of frost resistance is added
    Undeath: Now reduces damage taken by static 30% at 50% health instead of slowly rising to 50%
    • Feed now deals damage with an amount based on current stage:
    • Stage 1 up to 15% max target hp over its duration
    • Stage 2 up to 25% max target hp over its duration
    • Stage 3 up to 40% max target hp over its duration
    • Stage 4 up to 80% max target hp over its duration
    • Using feed will now make you latch onto your opponent and bite them :wink:

    Alliance War

    • Support:
    • Siege Engineer: Increase amount of repaired damage to walls, doors and siege weapons.

    • Assault:
    • Siege Warfare: Increases damage dealt to players, other siege weapons and structures while using siege weapon.

    Crafting & Economy
    General
    • You can now stack crafting items up to 500.
    • Added slider for refine crafting materials. Now you refine as many materials as you want, with one click.
    • We separate item appearance from crafting material. You can craft "low level" visual item with high level material. This should add even more diversity of player appearance.
    • You can now see exactly how item looks, before crafting it.
    • You can now research more traits in same piece of item.

    • Added new weapon traits:
    • Oblivion - increase damage to Deadric and Undead enemies
    • Cyrodilic - increase damage to enemy players
    • Polished - increase damage of light and heavy attacks


    • Added new armor traits:
    • Arcane - increase base spell resistance
    • Holy - decrease damage dealt by Deadric and Undead enemies
    • Cyrodilic - decrease damage dealt by enemy players


    • You can now find motifs:
    • Akaviri (can be looted only from Cyrodiil reward chests)
    • Fighter Guild
    • Mage Guild
    • Worm Cult

    • You can now craft poisons in alchemy table.
    • Base ingredient for crafting poisons is fat. You can obtain it by killing animals and retrieve from fish.
    • Players can now find green, blue and purple quality glyphs.
    • Fishing skill line added.
    • You can now catch white, green, blue and purple quality fish.
    • Fish works similar to herbs, they have 4 different effects. You can discover them by eating or preparing fish.
    • You can now use fish for Provisioning and Alchemy.
    • While cooking food you can add prepared fish and bonus effects for your crafted food. For example you can craft blue food that gives Magica and Stamina and bonus from fish will be 15 Weapon Damage.
    • You can now retrieve fat from fishes. Fat is required ingredient for crafting poisons. Fish is destroyed during extraction and you can no longer prepare fish for cooking.
    • Added Jewelcrafting skill line.
    • Added Copper, Silver and Gold ore veins.
    • Gold veins are very rare and respawn in regular veins locations.
    • Added Flawless Diamond(Legendary), Flawless Sapphire(Superior), Flawless Garnet(Epic), Flawless Emerald(Fine) Gemstones.
    • Gemstones can be found when refining Copper, Silver and Gold ore or from deconstruction rings and necklaces.
    • You can now deconstruct jewelry.
    • You can now create set rings and necklaces. Added jewelry stations across Tamriel.
    • Added new traits for jewelry.

    Blacksmithing
    • Keen Eye: Ore: Additional effect. You can now gather more ore from one source. 1-3 more ore.

    Clothier
    • Keen Eye: Cloth and Leather: Additional effect. You can now gather more cloth from one source and skin more leather from animal. 1-3 more cloth and leather.

    Woodworking
    • Keen Eye: Wood: Additional effect. You can now gather more wood from one source. 1-3 more wood.

    Alchemy
    • Keen Eye: Reagents: Additional effect. You can now gather more ingredients from one source. 1-2 more plants.
    • Medicinal Use: Crafted potions resulting effect will lasts longer 10/20/30%.
    • Chemistry: Craft 1/2/3 additional potions or poisons.
    • Snakeblood: Reduced duration of negative effects by 50/80/100% in crafted potions and reduced duration of positive effects by 50/80/100% in crafted poisons.
    • Poisoner: Crafted poisons resulting effect will lasts longer 10/20/30%.

    Enchanting
    • Keen Eye: Runestone: Additional effect. You can now gather more runes from one source. 1-2 more runes.
    • Aspect Extraction: Now it's Extraction and improve chance to extracting better runes.
    • Armor Enchanter: Increases armor enchants value by 5/10/15%.
    • Weapon Enchanter: Increases weapon enchants value by 5/10/15%.
    • Jewelry Enchanter: Increases jewelry enchants value by 5/10/15%.

    Provisioning
    • Fish Gourmand: You can now add prepared fish while crafting food.
    • Connoisseur: Adds 10/20/30 min to any consumed food. Adds 15%/30%/45% more mins to any consumed food or drink
    • Chef: Creates 1/2/3 extra serving for each food or drink you make.
    • Brewer: Deleted

    Fishing
    • Fishing: You can now prepare white/green/blue/purple quality fish.
    • Fish Expert: While preparing fish you can reduced 1/2 negative effects of fish.
    • Fat Extractor: You can now extract fat from white/green/blue/purple quality fish.
    • Still Bait: No longer lose lure after failed fishing attempt. After catching fish you have 25/50% chance to retrieve lure.
    • Patience Master: Increase chance to catch more rare fish by 5/10/15%.
    • Fisher Hireling: Hireling will send you fishes and fishing lure.

    Jewelcrafting
    • Jeweler: You can mine and refine Copper/Silver/Gold ore.
    • Gemcutter: You can create jewelry with green/blue/purple/gold quality gems.
    • Keen Eye: Ore: You can now gather more ore from one source. 1-2 more ore.
    • Gem Extraction: Increase chance of extraction more jewelcrafting ingredients and allows the refining to more powerful gems from raw materials.
    • Silversmith: Reduced research time by 5/10/20% and allow to research 2/3 traits at once.
    • Gem Hireling: Hireling will send you random quality and quantity gems.


    Exploration & Itemization
    General
    • Greatly increased difficulty of Treasure Chests.
    • You can now pick lock doors, gratings, cells and cages.
    • Many of dressers, wardrobes and other furniture are now locked.

    Miscellaneous
    General
    • Added New Mounts:
    • Donkey (2 different colors): -5% Speed, 5 Stamina, 10 Carrying, 5 000 gold.
    • Camel (2different colors): -10% Speed, 15 Stamina, 20 Carrying, 42 000 gold.
    • Guar (2 different colors):10% Speed, 15 Stamina, 0 Carrying, 40 000 gold.
    • Sabre Cat (2 different colors): 20% Speed, 15 Stamina, 0 Carrying, 85 000 gold.

    • While mounted you gain new skill bar with mount abilities.
    • Max level of your mount is reduced from 50 to 25.
    • Gold refund for horse upgrades to all players.
    • Meat is new Feed type and apply only to guar and sabre cat.
    • Mounts have now 1 primary ability. For example, Donkey can teleport to any Wayshrine once per 30 min. While using Sabre Cat you can use stealth.
    • Mounts gain additional abilities with 5,15,25 points spend in attributes. Note, that you have only 25 points to spend. For example, 25 points in stamina gives your mount Charge ability, for 10 sec knockback and knockdown any enemy on your path.

    UI
    Guild
    • You can now set on/off guild members accomplishment notification.
    • New guild notification for becoming Emperor.
    • You can now set amount of items, that can be withdrawn from Guild Bank by one player in 24h.

    Made some changes/additions I think would be better.
    Edited by demonlkojipub19_ESO on July 28, 2014 4:28PM
  • Hypertionb14_ESO
    Hypertionb14_ESO
    ✭✭✭✭✭

    Made some changes/additions I think would be better.

    Did you really need to quote the ENTIRE THING?
    Edited by Hypertionb14_ESO on July 28, 2014 11:50AM
    I play every class in every situation. I love them all.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Matuzes wrote: »
    Weapons
    • Bow
    • Scatter Shot: Slightly increased damage.
    • Arrow Spray: Slightly increased damage.
    • Accuracy: Increase Weapon Critical by 4/8%.
    • Ranger: You move 7/15% faster with Bow equipped.
    • Hasty Retreat: Increase duration to 4 sec.

    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!

    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • Maverick827
    Maverick827
    ✭✭✭✭✭
    No thank you to all of the PvE tank nerfs in the name of PvP.
  • Matuzes
    Matuzes
    ✭✭✭
    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!
    Thanks. I dont know if you tested Bow on PTS, but expect great boost for Bow after Patch 1.3.0. go to live.
    No thank you to all of the PvE tank nerfs in the name of PvP.
    What nerfs?
    Matuzes - Imperial Nightblade
    Headhunters
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭

    Made some changes/additions I think would be better.

    Did you really need to quote the ENTIRE THING?

    yes. I also wasn't finished, had to head to work.

    Done now.
    Edited by demonlkojipub19_ESO on July 28, 2014 4:28PM
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Matuzes wrote: »
    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!
    Thanks. I dont know if you tested Bow on PTS, but expect great boost for Bow after Patch 1.3.0. go to live.
    No thank you to all of the PvE tank nerfs in the name of PvP.
    What nerfs?

    Probably referring to the block radius change there.
  • Maverick827
    Maverick827
    ✭✭✭✭✭
    Matuzes wrote: »
    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!
    Thanks. I dont know if you tested Bow on PTS, but expect great boost for Bow after Patch 1.3.0. go to live.
    No thank you to all of the PvE tank nerfs in the name of PvP.
    What nerfs?

    Probably referring to the block radius change there.
    Also the "can't cast while blocking" part, the "increased the cost of AoEs" part, and the armor abilities nerf.
  • Shunravi
    Shunravi
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    Remove unused siege decay.... HAHAHAHAAAAAAAAAaaaaaa

    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Matuzes wrote: »
    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!
    Thanks. I dont know if you tested Bow on PTS, but expect great boost for Bow after Patch 1.3.0. go to live.
    No thank you to all of the PvE tank nerfs in the name of PvP.
    What nerfs?

    Probably referring to the block radius change there.
    Also the "can't cast while blocking" part, the "increased the cost of AoEs" part, and the armor abilities nerf.

    The armor abilities nerf shouldn't be a nerf to tanking, other than light armor/medium armor tanking which really shouldn't be a thing.
  • Gilvoth
    Gilvoth
    ✭✭✭✭✭
    ✭✭✭✭✭
    Matuzes wrote: »

    • Dual Wield:
    • Rending Slashes: Increased bleed damage 100% increase and duration.
    • Flurry: Fixed animation duration to 0 .10 seconds.
    • Blinding Flurry: Increased off balance duration to 7 seconds.
    • Controlled Fury: While in combat, every 6 seconds gain 45% of Max Stamina.
    • Twin Blade and Blunt: Greatly increase bleed damage from Axes. Bleed damage now stack up 3 times. Increase bonus damage with Sword equipped from 2.5% to 5%. Ignore 15% armor with Mace equipped.
    Daggers: increased damage amount by 60%.



    • One Hand and Shield
    • Shielded Assault: Increased value of shield 28%.
    • Power Bash: Increased damage of this ability and its morphs 63.2%.
    • Reverberating Bash: Enemy Weapon Damage and Spell Power is reduced by 30 for 6 sec when disorient ends.
    • Fortress: Reduced cost of Blocking by 30%. While Shield equipped your blocking works will remain180 degrees to protect all classes.
    • Deadly Bash: Bash deal 100% additional damage and cost 40% less stamina. Successful bash disorient target for 6 sec.
    • Battlefield Mobility: Reduced movement penalty during block by 100%.

    stealth:
    now when you atack some one and do damage over time you will KEEP your invisibility.
    invisibility cast time now perminant untill you interact with any object or atack any creature or person in both pve and pvp. (a 1 time simple cast is all that will be needed to again return to stealth.
    sneaking stamina cost is now completely removed, we apologize for not realizing the nightblades were under such extreme inability to do damage and also the broken stealth was not intended but is now completely working as intended to KEEP you in stealth when you cast the invisibility spell.

    finally some one who took the very thing we are asking for and fixed it!
    thank you zenimax, and to think it only took a few moments to make these changes is upseting to say the least, but thank you for finally fixing these things for us. i will now purchase 1 year subscription and be able to play normal as all the other classes.
    thank you sir.

  • Lord_Draevan
    Lord_Draevan
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    "Crafting: We separate item appearance from crafting material. You can craft "low level" visual item with high level material. This should add even more diversity of player appearance."

    I wish this were possible. It would indeed add to the diversity, and it'd be great for people like me who prefer, for example, the look of Imperial Orichalchum over Imperial Dwarven and above.
    And it'd help if you dislike certain things on an armor piece, like that bloody Full-Leather Imperial helmet with those awful looking wings on it >_<
    Edited by Lord_Draevan on July 28, 2014 4:47PM
    I'm a man of few words. Any questions?
    NA/PC server
  • Gilvoth
    Gilvoth
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    some one clicked "LOL" on my post and comment.
    i did not make my post to be funny and i was being serious. nothing funy was intended about my comment.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    some one clicked "LOL" on my post and comment.
    i did not make my post to be funny and i was being serious. nothing funy was intended about my comment.

    Probably you put things that were never written by the quoted without even attempting to indicate that they were additions or changes that you made.

    But mine got an LoL too. its not the end of your life.
    Edited by demonlkojipub19_ESO on July 28, 2014 4:51PM
  • Gilvoth
    Gilvoth
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    ✭✭✭✭✭
    dear demonlkojipub19_ESOdemonlkojipub19_ESO

    im not interested in the reason why or who did it or any of that. what i am interested in is zenimax developers actually Doing what i wrote. my one and only interest. and here is that interest listed below:

    • Dual Wield:
    • Rending Slashes: Increased bleed damage 100% increase and duration.
    • Flurry: Fixed animation duration to 0 .10 seconds.
    • Blinding Flurry: Increased off balance duration to 7 seconds.
    • Controlled Fury: While in combat, every 6 seconds gain 45% of Max Stamina.
    • Twin Blade and Blunt: Greatly increase bleed damage from Axes. Bleed damage now stack up 3 times. Increase bonus damage with Sword equipped from 2.5% to 5%. Ignore 15% armor with Mace equipped.
    Daggers: increased damage amount by 60%.



    • One Hand and Shield
    • Shielded Assault: Increased value of shield 28%.
    • Power Bash: Increased damage of this ability and its morphs 63.2%.
    • Reverberating Bash: Enemy Weapon Damage and Spell Power is reduced by 30 for 6 sec when disorient ends.
    • Fortress: Reduced cost of Blocking by 30%. While Shield equipped your blocking works will remain180 degrees to protect all classes.
    • Deadly Bash: Bash deal 100% additional damage and cost 40% less stamina. Successful bash disorient target for 6 sec.
    • Battlefield Mobility: Reduced movement penalty during block by 100%.

    stealth:
    now when you atack some one and do damage over time you will KEEP your invisibility.
    invisibility cast time now perminant untill you interact with any object or atack any creature or person in both pve and pvp. (a 1 time simple cast is all that will be needed to again return to stealth.
    sneaking stamina cost is now completely removed, we apologize for not realizing the nightblades were under such extreme inability to do damage and also the broken stealth was not intended but is now completely working as intended to KEEP you in stealth when you cast the invisibility spell.


    now, you and any one else who wishes it, can click "LOL" i could care less, but let me be as clear as possible about this,

    "i am only interested in zenimax developers seeing what i wrote and realizing that i was not trying to make a joke nor be funny, so if you see some one clicked "LOL" it was not my intention to make this post as a joke."

    Edited by Gilvoth on July 28, 2014 4:59PM
  • JLB
    JLB
    ✭✭✭✭
    Matuzes wrote: »
    • Flaming Oil changes:
    • Flaming Oil damages user (everyone in the area of effect?)
    • Increases magica cost of PULSAR
    • Block have180 degrees instead of 360.
    • One Hand and Shield
    • Fortress: Reduced cost of Blocking by 15/30%. While Shield equipped your blocking works on 270 degrees instead of 180.
    • Light Armor
    • Annulment: Requires 5 pieces of light armor to use.
    • Medium Armor
    • Evasion: Requires 5 pieces of medium armor to use.
    • Heavy Amor
    • Immovable: Requires 5 pieces of heavy armor to use.
    • Constitution: Decreases cost of blocking by 2/4% for each piece of heavy armor equipped.
    • Bracing: Gain 0.5/1% of Max Stamina and 1/2 Ultimate for each successful block when 5 or more heavy armor pieces equipped.
    • Soul Magic
    • Soul Assault: Slightly reduced damage of this morph.

    These are the points I could agree with.
    Imo, the rest are either not important, too subjective, or a straight waste of developing resources they could use to create more content, fix bugs and polish class skills / lines instead.

    At your suggestions on Vampires, I think you got a bit too overexcited. Vampires don't need boosts, they need actual drawbacks that match the potency of the abilities and passives you get through Vampirism.
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭
    Matuzes wrote: »
    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!

    Thanks. I dont know if you tested Bow on PTS, but expect great boost for Bow after Patch 1.3.0. go to live.

    And what boost to bows would that be? I've been on the pts for 1.3.1 a few times, didn't seem to be much if any difference to be for the bow tree.
    "i am only interested in zenimax developers seeing what i wrote."

    So what I'm getting from this...is that you seem only care that your playstyle(s) get fixed in the way you want, and to hell with anyone else looking for fixes/changes. I can see why someone would find this humorous.

    Personally, I think a few of these changes certainly would be beneficial, but there's just as many I hope to god never see the light of day. Of course, that's just from my perspective, so take it with a grain (maybe more like a big pile) of salt.
    Edited by Thejollygreenone on July 28, 2014 5:05PM
  • Daethz
    Daethz
    ✭✭✭
    Agreed to most of these notes.
    Really my baseline is
    Stamina/Weapons need major buffs, they need to rival staffs.
    Bow/Staff animation exploit needs to be fixed, you should not be able to hold down your mouse button for half a second, click and have your full powered shot come out. I was able to spam staffs powered shot earlier on an alt, like literally, spam it, pew pew pew two firebolts flying out every second.
    Im surprised no mod has been created to make it so every single time you use your weapons attack it delays it for a second, fires and causes a powered attack this way.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Maverick827
    Maverick827
    ✭✭✭✭✭
    Matuzes wrote: »
    I loved a lot of these, especially the crafting line and guild updates. But THESE ... I want. Now.

    Adding these changes would really add to the archer playstyle. That extra trait in Ranger is a must!
    Thanks. I dont know if you tested Bow on PTS, but expect great boost for Bow after Patch 1.3.0. go to live.
    No thank you to all of the PvE tank nerfs in the name of PvP.
    What nerfs?

    Probably referring to the block radius change there.
    Also the "can't cast while blocking" part, the "increased the cost of AoEs" part, and the armor abilities nerf.

    The armor abilities nerf shouldn't be a nerf to tanking, other than light armor/medium armor tanking which really shouldn't be a thing.
    But it is a thing currently, out of necessity, and you can't just take away a Nightblade LA tank's only armor buff.

    The proposed heavy armor buffs still wouldn't make it attractive for tanking. Add magicka restoration on blocking and we have a start.
  • TheBucket
    TheBucket
    ✭✭✭✭
    These patch notes are outragous and hopefully none of them would take effect. Your increases are to large on almost every ability when it comes to damage.

    ""
    • Dual Wield:
    • Rending Slashes: Increased bleed damage 100% increase and duration.
    • Flurry: Fixed animation duration to 0 .10 seconds.
    • Blinding Flurry: Increased off balance duration to 7 seconds.
    • Controlled Fury: While in combat, every 6 seconds gain 45% of Max Stamina.
    • Twin Blade and Blunt: Greatly increase bleed damage from Axes. Bleed damage now stack up 3 times. Increase bonus damage with Sword equipped from 2.5% to 5%. Ignore 15% armor with Mace equipped.
    Daggers: increased damage amount by 60%.""

    Seriously? I'm DW Axes and my Rendering Slashes hit so hard as is atm. If you were to increase the bleed 100% I would become a god. lol...Please do this Zenimax.

    William Reignes
    Magic Nightblade - Rogue Bomber
    Creator of Thirsty Thief Build (Retired 1.5)
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    TheBucket wrote: »
    These patch notes are outragous and hopefully none of them would take effect. Your increases are to large on almost every ability when it comes to damage.

    ""
    • Dual Wield:
    • Rending Slashes: Increased bleed damage 100% increase and duration.
    • Flurry: Fixed animation duration to 0 .10 seconds.
    • Blinding Flurry: Increased off balance duration to 7 seconds.
    • Controlled Fury: While in combat, every 6 seconds gain 45% of Max Stamina.
    • Twin Blade and Blunt: Greatly increase bleed damage from Axes. Bleed damage now stack up 3 times. Increase bonus damage with Sword equipped from 2.5% to 5%. Ignore 15% armor with Mace equipped.
    Daggers: increased damage amount by 60%.""

    Seriously? I'm DW Axes and my Rendering Slashes hit so hard as is atm. If you were to increase the bleed 100% I would become a god. lol...Please do this Zenimax.

    See this is what happens when people make fake quotes.

    Thats not in the OP, its @Hlaren_shortsheath‌ over-exaggerated desires
    Edited by demonlkojipub19_ESO on July 28, 2014 6:08PM
  • Jaxom
    Jaxom
    ✭✭✭✭
    • Heart stopper (morph of Heart Seeker): All successful dual wield attacks are now guaranteed sneak attack criticals.

    This would be crazy Over powered. I like the changes you made, but this is just asking everyone to go DW. You would burn people down in 2-3 swings if for 20s you were guaranteed sneak crits.
  • heinrich00
    Wow the WW and vamp notes look really awesome.I hope the devs look this up.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Jaxom wrote: »
    • Heart stopper (morph of Heart Seeker): All successful dual wield attacks are now guaranteed sneak attack criticals.

    This would be crazy Over powered. I like the changes you made, but this is just asking everyone to go DW. You would burn people down in 2-3 swings if for 20s you were guaranteed sneak crits.

    heh perhaps. Maybe just give it an increased duration over the original morph instead. Heart Stopper wouldn't be a good name for it anymore tho :(
  • Jaxom
    Jaxom
    ✭✭✭✭
    Jaxom wrote: »
    • Heart stopper (morph of Heart Seeker): All successful dual wield attacks are now guaranteed sneak attack criticals.

    This would be crazy Over powered. I like the changes you made, but this is just asking everyone to go DW. You would burn people down in 2-3 swings if for 20s you were guaranteed sneak crits.

    heh perhaps. Maybe just give it an increased duration over the original morph instead. Heart Stopper wouldn't be a good name for it anymore tho :(

    making it guarantee critial hits for 20s or 15s, or whatever makes sense. The Stealth crit is 3x so you would just have people spamming flying blade and hitting for 1500 a pop.
  • Matuzes
    Matuzes
    ✭✭✭
    lots of stuff i would like to see, and a few things where i am honestly wondering what you are thinking.
    I will clarify and do some editing to text.
    And what boost to bows would that be? I've been on the pts for 1.3.1 a few times, didn't seem to be much if any difference to be for the bow tree.
    I've tested all weapons, with different builds and classes, and Bow in my opinion will have biggest boost of all weapon skills. All weapon skills will have boost due to rised cap for stamina and more ways to get weapon damage, but main difference are light and heavy attacks. Melee weapons 'white' attacks just sucks with comparison to Bow.
    Problem is, magica builds will also have more magica, spell damage and even more spell crit. I must say, im little afraid of this, especially if ZOS nerf impenetrable trait.
    But it is a thing currently, out of necessity, and you can't just take away a Nightblade LA tank's only armor buff.
    The proposed heavy armor buffs still wouldn't make it attractive for tanking. Add magicka restoration on blocking and we have a start.
    Im also Nightblade tank, and i think all buffs that increase your Armor should be nerfed. Difference between light/medium/heavy armor is too little in my opinion. NB can boost armor by using Puncture, Bone Shield, Dark Cloak, Circle of Protection. 360 degrees Blocking is just stupid, requires no skill, its overuse especially by staff users, and its big part of NBs problems with Dark Cloak.
    Matuzes - Imperial Nightblade
    Headhunters
  • Maverick827
    Maverick827
    ✭✭✭✭✭
    Matuzes wrote: »
    Im also Nightblade tank, and i think all buffs that increase your Armor should be nerfed.
    So to clarify, you're a heavy armor Nightblade tank?
  • Postumus
    Postumus
    Epic wall of text. Just mind blowing.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    I wouldn't say that tanking should be restricted to only heavy armor wearers. I would, however, say that tanking should be easiest and most effective for heavy armor wearers, and hardest for light armor wearers, with medium falling somewhere in between.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
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