Please Gina, as immediate feedback, tell the combat crew to heavily consider making the Killer's Blade (Morph from Assassin's Blade) and the Concealed Weapon (Morph from Veiled Strike) new Stamina based abilities for the Nightblade. Those two are ideal for any close up Melee rogue/thief/assassin type of character, and would finalyze our pure stamina builds so well! They would be a perfect mashup, and I'm certain many more people would love for this too!
ZOS_GinaBruno wrote: »Ok guys, here are some clarifications/additions that we'll be adding to the original notes on the first page
Lava_Croft wrote: »
Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
...
Asking again and no answer yet @ZOS_GinaBruno"Gina wrote:For example, if you are Veteran Rank 12 and have 800,000XP progress towards Veteran Rank 13, you will receive 59 Champion Points after the system goes live.
In the above example based on what you described should the amount of champion points that is given be 64 and not 59.
Rank 12 earns you 5 X 12 which is 60
plus 4 for 800K progression? or does rank 1 not count?
If rank 1 does not count does post VR14 XP some how count?
yes, huge nerf.Dagoth_Rac wrote: »@ZOS_GinaBruno Zos promised magica return passive for Templar, but nothing about it in patchnotes.
Ya got this: "Restoring Aura now grants you the buffs Minor Fortitude, Minor Intellect, and Minor Endurance when the ability is slotted into the ability bar. When the ability is activated, it provides Major Fortitude and Major Endurance."
That seems weak. It is only a 10% increase of magicka recovery. And Templars have to use a skill spot for it, probably on both bars. Other classes get resource management from passives or as side effects of skills that are very useful in other ways. Now Templars have to take up a slot on both bars just to get a minor magicka regen buff? And don't forget that stamina and health regen boost of skill has been cut from 15% to 10% when skill is slotted and stamina and health regen boost of skill has been cut from 80% to 40% when activated.
I hope ZOS provides good insurance. I have to imagine Gina's developed a serious case of carpal tunnel having typed, curated, edited, fixed, tweaked, improved all the patch notes... lost it all in a crash, and had to do it again.
Your poor, poor wrists.
They're, uh, right there!Eternalflame wrote: »ZOS_GinaBruno wrote: »Ok guys, here are some clarifications/additions that we'll be adding to the original notes on the first page
Where are the Nightblade stamina morphs (for Assassin's Blade and Veiled Strike) that were not put into the patch notes?
Lord_Draevan wrote: »Good, no more using Dragon Leap to to bypass closed Gates and steal Scrolls by exploiting anymore!
Ferocious Leap (morph): We also fixed an issue where using this ability was unintentionally allowing you to jump up keep walls.
Finally.
Oh, and to those who were saying "No, it's not an exploit since it hasn't been fixed yet"?
[Moderator Note: Edited per our rules on Naming & Shaming]
Here let me help you. Use Entropy. You now get a DoT ability that heals you and gives you the Major Sorcery buff. Crit surge gives you the Major Brutality buff and gives you a heal every time you crit. Who would have thought that a spell that will heal you will also give you the missing buff you are complaining about and help fix your survivability issues. I wonder if having the morph to Entropy also gives you 8% max health still. Then that would really help your surviability.
Oh no, we've noted that already. I'm pretty sure I'm a far better player than you, I know, pompous. More than likely the truth.
The CONCEPT is that while BOTH morphs to Surge provide a bonus to stamina based DPS only one provides one for magicka based DPS. Now I could be wrong here... but do they not create these spells? Is it that unreasonable that instead of being a suck up you could see the flaw of providing both magicka and stamina buffs to one morph that, instead, one morph could, oh I don't know, provide a magicka buff AND the crit heal and the other is the stamina buff AND the crit heal? Or is it just outside of your capability to be reasonable at all? I guess you don't have any concept of min/max either as WHY WOULD I NEED A STAMINA BUFF AS A MAGICKA DPS??? Lost yet? Probably.
Now, if we're going to talk about forcing players to use more than one ability to perform a single action then explain to me why no other class has to do this? Can't? Oh, right. Probably don't understand game mechanics enough... otherwise you wouldn't be finding idiotic arguments to support your lazy theorycrafting.
Here, since you've probably not considered how the DPS bar would look, allow me to lay out a rough design:
1) Mage Light, Pet 1, Pet 2, Crit Surge, Daedric Curse
2) Mage Light, Pet 1, Pet 2, Lightning Flood, Impulse
-or-
2) Mage Light, Pet 1, Pet 2, Weakness, Force Shock
Since we're talking about magicka DPS then we're also talking about LA. Decreasing DPS to put on a DoT that doesn't heal for jack against more than one enemy is laughable at best.
You could change out other lines, sure, but from a DPS stand point, or even a solo stand point, Entropy (chosing the max health morph is adorable, really it is) STILL is a loss of DPS while no other class has to lose DPS and have their survivability.
The FACT that you think adding entropy in any morph will increase survivability soloing or allow you to be play a DPS in groups tells me you don't know jack about end game at all. Which is the primary reason why I'm confident that I'm far better at the game than you are. Funny thing is when you NBs cried about your class and how bad it sucked every Sorc in the game agreed. We didn't try to create some dumb assessment of a class we could see was underwhelming, much like you are now. If you don't play the Sorc then zip it, you have no clue. Honestly.
xsorusb14_ESO wrote: »hmm i'm done with patch..now to wait for server to come up
heroofnoneb14_ESO wrote: »Typo or a new twist in the lore story? =3ZOS_GinaBruno wrote: »...
[*] Adjusted the timing of the Mage’s abilities so you will start seeing more of his abilities earlier in the fight...
https://www.youtube.com/watch?v=LpUr0KrSjHEAnimus_Igneus wrote: »
- Unstable Flames (morph): This ability now scales off Stamina and Attack Power and costs Stamina. Damage is mitigated by your target’s melee defense statistics.
Can I just ask, politely of course - who on earth was in charge of making that decision?
As someone who mains a DK tank and has done since launch this is kind of irritating as now, despite the buffs to them and to Draconic Power AOE/CC's with their individual buffs and removal of target hardcaps, they still cost an unreasonably large amount of Magicka to cast for what they give in return, and now I've had my low-cost option changed and am forced to dip into my Stamina which is pretty much used up enough blocking as it is to use what I'd say is the best Dragonknight damaging ability.
Now I can understand choosing to scale them off attack power and stamina, but making Unstable Flames, just one out of two morphs of an ability that costs Magicka cost Stamina makes absolutely no sense.
Please, at least consider changing it back to costing Magicka. I simply cannot see the logic behind that decision and would love for it to be explained.
ArconSeptim wrote: »xsorusb14_ESO wrote: »hmm i'm done with patch..now to wait for server to come up
how big was the download?
ZOS_GinaBruno wrote: »Ok guys, here are some clarifications/additions that we'll be adding to the original notes on the first page:
Alliance War
- Assault
- Guard
- This new ability will intercept all projectiles that are targeted at allies near you, and when toggled, will also drain your target’s stamina while active.
- Mystic Guard (morph): Your allies gain the Minor Vitality buff.
- Stalwart Guard (morph): Using this ability will slow your stamina drain.
- Vigor
- This new ability will place a strong heal over time on allies within 10 meters over 4 seconds.
- Resolving Vigor (morph): This ability will increase the heal value on yourself.
- Echoing Vigor (morph): Increases the radius to 15 meters.
- Support
- Reveal
- This new ability will cast a projectile to travel to a specified location, which will reveal all enemies within 10 meters.
- Lingering Flare (morph): The area of effect will persist for 4 seconds after the ability is cast.
- Scorching Flare (morph): Using this ability will place a damage over time on any revealed enemies.
- Magicka Detonation
- Using this new ability will place a bomb on your target. After 4 seconds, the bomb will explode dealing high area of effect damage. This ability has a 2 second cast time.
- Inevitable Detonation (morph): This ability will deal area of effect damage if dispelled.
- Proximity Detonation (morph): This ability, cast upon yourself, will blow up and damage all nearby enemies after a few seconds.
xsorusb14_ESO wrote: »ArconSeptim wrote: »xsorusb14_ESO wrote: »hmm i'm done with patch..now to wait for server to come up
how big was the download?
think 14 gig total
OtarTheMad wrote: »Any idea as to when the PTS goes back online? My download is almost done and I'd love to just jump right in and test.