ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
templar_von_midgard wrote: »ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
And now I have to rework my Nightblade that worked for me since release.
(All of it's abilities are now stamina based, with the exception of Sap Essence and Dark Cloak.)
This pretty much ruined my day. =/
@Kilandros
Yeah thats what sorcerers needed! Add 1sec internal cd to our only exceptional skill... really ZoS? Every other class has some way to sustain(heal) and we get a 1sec cd? NBs can spam siphoning abilities DKs can spam everything so no need to say something and Templas? they are templars so again im not saying anything more...
PLZ remove the !@#$ mechanism you implemented for the love of your sorc community -.-
You do realize with the changes to how impenetrable works you can crit a hell of a lot more often in pvp now. It no longer reduces other players chance to crit. It reduces the damage the crits will do. This will let you proc Crit Surge far more often then you do right now. Without a cooldown on this ability Sorc would heal so fast they would become unkillable.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Not happy about a lot of the sorc changes. If no one else does, I guess I'll post a thread this weekend dissecting (read: criticising) the changes and hope that if we QQ as much as NBs this will change...
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Restoring Aura
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.
Fixed an issue where the Werewolf Ultimate bar would appear to fill while you were transformed.
Thejollygreenone wrote: »killerintheline9 wrote: »So new way to do things, and now you can steal, improved the broken stuff so it works.
No new quests to pve? So the end game is still the same runnig around trials.. no way i can do quest on craglorn myself?
Forced group.. Since launch i have waited for more pve end game content.
But well i just unsub, and drop elderscrollonline to trashbin. Rip forever.
No rage quit guys, im not upset in anyway. Just nothing to do, tired of waiting stuff to do.
ZOS good luck with this game.
You have a nice pvp game, themed with elder scroll, thats it.
I'm just a little confused on what you're looking for from an MMO. Traditionally, end game content in MMOs, such as ESO, consist of PvE group content and all around PvP.
Solo PvE has never really been the norm for end game content, it would be too easy unless approached correctly.
However, the point of end game content is to provide outlets to improve your character at the end of the game, quests don't really provide that improvement outside of the xp earned going to champion points now.
If this game was set up so that some solo quests were super hard and gave viable end game rewards, your request for extra content for your solo preference would be totally reasonable, and I think that'd be an interesting way to go about things.
However, that's not quite the case, and end game is restricted, and will probably continue to be, group PvE content and all around PvP (although being in a group for PvP nets more forward progress as well)
Good luck in your game search, I hope you find what you're looking for as I don't think it will be easy to find.
Dagoth_Rac wrote: »I think it is likely the end of Light Armor. Period. Stamina builds can do great DPS now and have 3x the mitigation of Light Armor. Why would anyone wear Light Armor? It would be one thing if magicka did crazy high damage but you were really squishy. However, magicka and stamina DPS is pretty close to balanced, and the new stamina morphs of some class skills should make balance even better.
Aw man... Gonna have to theorycraft now.ZOS_GinaBruno wrote: »Templar
Passives
Restoring Light
- Mending: This passive now grants your Restoring Light heals a bonus based on the amount of missing health on the target of the heal. This can be up to a 5% bonus at Rank I, or up to a 10% bonus at Rank II.
@Kilandros
Yeah thats what sorcerers needed! Add 1sec internal cd to our only exceptional skill... really ZoS? Every other class has some way to sustain(heal) and we get a 1sec cd? NBs can spam siphoning abilities DKs can spam everything so no need to say something and Templas? they are templars so again im not saying anything more...
PLZ remove the !@#$ mechanism you implemented for the love of your sorc community -.-
You do realize with the changes to how impenetrable works you can crit a hell of a lot more often in pvp now. It no longer reduces other players chance to crit. It reduces the damage the crits will do. This will let you proc Crit Surge far more often then you do right now. Without a cooldown on this ability Sorc would heal so fast they would become unkillable.
BalerionBlackDread wrote: »
ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
Why are you reducing choices in builds? Magicka based builds now have fewer choices in order to allow Stam to have more. Stamina needs more core class skill choices but they also have far greater choices outside of class abilities. The better choice is to simply allow more class abilities scale off of what stat is highest.
You are trying to help Stamina builds but you just nerfed magicka builds hard now. You are NOT adding choice. You are just shifting around your limited choice options.
So now a magicka based melee nightblade build (one of the few effective builds that class has had since day 1) are broken just to give a few more options to Stamina builds which are now the FOTM build anyway (especially bow)?
You do yourselves no favours with these changes. You simply nerf those who had choices before. This is not a net gain.
YOU GUYS pigeon holed the players with YOUR system. It is not the player's fault they adapted to the system you offered. Players have been screaming for choice since day 1 and now your prove yet again you can't fix it.
Every damn skill in game should be able to used by ANY BUILD!!! Skills should just adapt to the build ... NOT THE PLAYER TO THE SKILLS!
Hybrid builds are still screwed. You are STILL forced into stamina or magicka builds. You are STILL forced to ignore blocks of skills simply because you have magicka or stamina as your main stat which narrows you into very basic builds that are effective.
This major overhaul is a missed opportunity.
Note: This does not include disguises at this time.
Disguises are the only costumes I have, I'm not going to buy anything from the crown store... Well, maybe a wedding dress for my Nord. Please include disguises as soon as possible. Also quest trophies. They take more inventory space than my pets.
@ZOS_GinaBruno How is the world did Vieled Strike not get a stamina Morph?
ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
The description of green dragon blood looks like it lost the 30% heal. is that the case?
Ya, this really rubs me the wrong way. Why in the hell would a prisoner start off with a weapon, this is like the proposed change they had in update 5 of starting everyone off in full armor. DON"T DO IT ZOS!Oh for ***'s sake... Okay, I can live with that, but I still think it's pointless.You will now start with a two handed sword.
@Kilandros
Yeah thats what sorcerers needed! Add 1sec internal cd to our only exceptional skill... really ZoS? Every other class has some way to sustain(heal) and we get a 1sec cd? NBs can spam siphoning abilities DKs can spam everything so no need to say something and Templas? they are templars so again im not saying anything more...
PLZ remove the !@#$ mechanism you implemented for the love of your sorc community -.-
You do realize with the changes to how impenetrable works you can crit a hell of a lot more often in pvp now. It no longer reduces other players chance to crit. It reduces the damage the crits will do. This will let you proc Crit Surge far more often then you do right now. Without a cooldown on this ability Sorc would heal so fast they would become unkillable.
@Vordae you do realize that for the Crit Surge portion of it you get WEAPON POWER, not spell power, and crits heal you, right? So still stacking Impen, coupled with not getting a Spell Power bonus from this ability, Sorcs crits are already going to be lower if they fill this slot up with Crit Surge (instead of the other morph that does actually give Spell Power AND Weapon Power - /baffled) making it where you don't need much Impen to negate the damage and the heal. It's a workaround that still negates sorc's capability to heal in PvP.