xsorusb14_ESO wrote: »Right now I usually just do lethal arrow followed by a charged heavy attack then venom arrow light attack combo. After the patch I can fire a lethal arrow followed by a second one before the first hits. It's to much damage.
Lol, if even the archers themselves think they're doing too much damage now, then I really think this should be addressed. Ranged builds should never be 3x more powerful than melee builds.
xsorusb14_ESO wrote: »So i was testing some more today...and figured out why they reduced the cast time on Snipe like they did.
It was to get rid of Super Burst attacks.
Basically on live right now if you're far enough away..I can do Lethal Arrow/Charge heavy and release followed by Venom Arrow+Light attack. If you're really unlucky and a vampire you'll hit 3-4 Camo hits at once as well..This can instant kill even Emperors.
On PTS, since the Cast time of Snipe is so low now..the arrow travel time has also decreased (its part of the animation) Meaning I can now do Lethal Arrow/Lethal Arrow quicker...but I can't do Lethal Arrow/Charge heavy/venom/light attack....I'd only be able to do Lethal/Venom/light now... Lethal arrow/Lethal Arrow also won't get the 2-3 hit bonus that the old setup got against Vampires Either.
So it does cut down on some of the burst you can do with Bow.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
SlayerSyrena wrote: »THANK YOU ZENIMAX. This was driving my OCD nuts!:
'The icon for Enriched Honey Brittle is no longer a steak.'
ZOS_GinaBruno wrote: »Combat & Gameplay
General
- When grouped, players with a Veteran Rank more than five ranks lower than other group members must now contribute sufficient damage to enemies to receive XP or loot from them.
This requirement was already in place for groups from levels 1-49.
That's already in place. Can't find where it's mentioned in the patch notes, but I definitely remember seeing it.I thought the Cost to transform was also getting reduced but i see nothing of this mentioned ?
Good question.Merlin13KAGL wrote: »ZOS_GinaBruno wrote: »Combat & Gameplay
General
- When grouped, players with a Veteran Rank more than five ranks lower than other group members must now contribute sufficient damage to enemies to receive XP or loot from them.
This requirement was already in place for groups from levels 1-49.
Nice to see the tag-along "Level me" BS that takes place now will get dealt with.
@ZOS_GinaBruno
How will this affect Healers in similar scenario, though? (As they will obviously not be contributing as much to the damage, but are very much required.)
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
BugCollector wrote: »How hard is it to put those buffs for Templars that everyone wants in that list???
ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
Khivas_Carrick wrote: »BugCollector wrote: »How hard is it to put those buffs for Templars that everyone wants in that list???
This. Seriously why the hell aren't Templars allowed to DPS in PvE settings without using a freaking staff the same as everybody else?
And god damn it why the hell haven't you nerfed DK's yet, those guys are insane.
So what I'm seeing so far in term of werewolves is that the cost for the ultimate skill may not have been reudced as @Castle stated it would in his post (found here: http://forums.elderscrollsonline.com/discussion/129277/upcoming-werewolf-changes/p1 ), but there seems to be some debate over that. What is clearer is that the new abilities, just like the old abilities for the werewolf, need to be tightened up, they are simply not as responsive as they should be and that's something that's going to hold werewolves back in PvP.
Additionally the passive boost to stamina that the werewolves get in both forms may not be functioning properly. I hope you guys at ZOS are looking into this issue as it is an important boost for werewolves, especially in a competitive environment.
We're still waiting to hear back from @ZOS_JessicaFolsom about a few of the missing features promised to werewolves in @Castle's Werewolf update post, but I have faith that this issue will receive some kind of answer fairly soon, if ZOS' good track record with community correspondence is anything to go by.
The last concern I have is over whether or not the new werewolf skills have morphs. I haven't been able to get on to the PTS yet and I am wondering if anybody on the PTS can confirm whether or not the new werewolf abilities are morphable?
EDIT: There also seems to be some concern with the all fours run animation not functioning properly and the new skin for the pack leader werewolf. While it's not important to the PvP success of werewolves, getting the animation fixed would be appreciated, and the original skin for pack leader looks great as it is, so please do not modify it to make it look more mangy; The Pack Leader should be the healthiest looking in the group after all shouldn't he?
ZOS_GinaBruno wrote: »Solo Scaling
- The following solo content will now scale:
- Main Quest
- Fighters Guild
- Mages Guild
- Stirk
- Werewolf Quest
- Vampire Quest
- Thizzrini Arena
- Orrery of Elden Root
- Cathedral of the Golden Path in Southpoint
ZOS_GinaBruno wrote: »
Exploration & Itemization
General
- Newly created characters will now start off wearing low-level armor instead of the Soul Shriven rags.
- Dragonknights and Templars will start with Heavy Armor.
- Nightblades will start with Medium Armor.
- Sorcerers will start with Light Armor.
- All armor can be previewed first when creating your character under the Novice Gear option.
- You will have the option to acquire additional pieces of this armor in light, medium, or heavy before leaving the Wailing Prison.
- If you have an existing character, you will still keep your original Soul Shriven rags and they will not be removed from your inventory.
ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
Yes, a million times yes.
Like, seriously... 2%?
TWO. PERCENT.
LOL
@ZOS_GinaBruno Please respond. Please.
ZOS_GinaBruno wrote: »Monsters
[*] The following monsters are now immune to crowd control effects:
- Daedroths
- Liches
- Trolls
- Watchers
- Wispmothers
Negative, the 2% increase is correct. What @Darkonflare15 said above is correct - the increase affects the base damage of Uppercut.ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
Darkonflare15 wrote: »ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
Yes, a million times yes.
Like, seriously... 2%?
TWO. PERCENT.
LOL
@ZOS_GinaBruno Please respond. Please.
I guess upfront 20 % attack power of momentum and 10% after using a heavy attack from our new passive plus they added a 2% to the base damage of uppercut. I think there is enough damage here anyway. I mean your going to use a heavy attack to gain stamina so you use the uppercut which would be stronger thanks to 10% damage from follow up passive
Khivas_Carrick wrote: »..............That's such crap it's not even funny. Not everybody wants to use Rally, or string in a constant stream of heavy attacks (although I do anyway), let alone other things such as Animation Cancelling (which you have yet to address, ever) and-
You know, I'm just going to stop here. You guys know damn well there is a large number of things wrong with this game and yet you're still taking these itty witty baby steps in fixing them if you even decide to fix it.
I can live with the BS you're pulling with Uppercut, but I will be damned if you're going to sit there and tell me that Templars are fine for caster DPS and Stamina as a whole is ok.
Khivas_Carrick wrote: »That is to say though that I do still think this game is fun and you guys are still better than 90% of the other companies and developers out there. Keep up the good work.
ZOS_GinaBruno wrote: »Negative, the 2% increase is correct. What @Darkonflare15 said above is correct - the increase affects the base damage of Uppercut.ZOS, when you said Uppercut damage is buffed by 2%, was that a typo and did you actually mean 20%? That would make a lot more sense I think.
Khivas_Carrick wrote: »I slot it and it does a lot more than 400-sh o_O I'm looking at or around Six to Seven Hundred, 1k if it crits. What bothers me is the cast time and that's it, that's literally it. The cast time and how this game despises melee in most if not all encounters is what makes Uppercut not the Bee's Knees.
What got me hot and bothered was how much more damage Flurry does when compared to Uppercut without anything adding into it, but of course thinking about it (which is easier now that I've not angry in any way) Rally/Momentum is what makes 2H viable. It's kind of crappy that you have to take up another skill slot to make an entire skill line viable, but in a sense it makes up for it in how it heals you or removes snares. I've seen far worse before, and this isn't too bad.
Still though, would be a great idea to up the damage by more than 2%.
Khivas_Carrick wrote: »..............That's such crap it's not even funny. Not everybody wants to use Rally, or string in a constant stream of heavy attacks (although I do anyway), let alone other things such as Animation Cancelling (which you have yet to address, ever) and-
You know, I'm just going to stop here. You guys know damn well there is a large number of things wrong with this game and yet you're still taking these itty witty baby steps in fixing them if you even decide to fix it.
I can live with the BS you're pulling with Uppercut, but I will be damned if you're going to sit there and tell me that Templars are fine for caster DPS and Stamina as a whole is ok.Khivas_Carrick wrote: »That is to say though that I do still think this game is fun and you guys are still better than 90% of the other companies and developers out there. Keep up the good work.