You've seen those new smoking and fire breathing skulls on the wall just as you enter the prison of the Prophet? Had me mesmerized for a couple of moments.lordrichter wrote: »I did appreciate the animation when breaking the Prophet out of his glowing ball.
WraithAzraiel wrote: »Sooooo how come I'm still getting a bounty and wanted level increase when I murder someone behind closed doors of a house into which I've broken?
All the witnesses are dead, why is this a still a thing?
Will this continue to be a thing, @ZOS_GinaBruno ?
Did you one-shot them? If not, doors aren't soundproof. Someone will have heard the screamsWraithAzraiel wrote: »WraithAzraiel wrote: »Sooooo how come I'm still getting a bounty and wanted level increase when I murder someone behind closed doors of a house into which I've broken?
All the witnesses are dead, why is this a still a thing?
Will this continue to be a thing, @ZOS_GinaBruno ?
Calculations all in the quotes but essentially:Weapon Glyphs have an ICD of 8 seconds not 4. One thing about that I've always been bugged with is that there's no SD Glyph like the WD Glyph we already have.1.6.2 nerfed Fire Resist Glyph even further to just over 2K for VR10-14 Legendary, but they also nerfed Resist all to just over 1K. That's a value of roughly 3.5% Fire Resist, or a bad joke basically. On Live right now the Flame Glyph is 1550 with a 3250 hard cap for Resistance making 1 single Fire Glyph reach Fire Resist hard cap (in Light or Heavy Armor). On PTS right now, even with the 40% weakness instead of 50%, it looks like Vampires are going to take FAR more damage from Fire than Live.[*] I will be switching all my fire resist glyphs to spell resist/armour since elemental resistance specific glyphs scaled much less (180% vs 600%) I suspect that they nerfed this so much because Vamps have had 10% reduction in fire damage. So technically, vamps have had no change from 1.5 because their enchants will probably give at least 10% less protection than they did in 1.5. Perhaps vamps will now be even more vulnerable to fire, due to this.
It would take all (3) Fire Glyphs (10.5%) and all 24 starting points spent in the Elemental Defender Star in The Lady constellation (9.2%) to get close to the value of a SINGLE Fire Glyph on Live, which is 23.8%. It will actually take 41-44 points in Elemental Defender + the (3) Glyphs to be exactly the value of that Glyph on Live or 88 points and no Glyphs. Granted we'll have 10% less weakness.
BTW, the exact value of the nerfed VR10-14 Legendary Fire Resist Glyph on 1.6.2 is 2183, just slightly less than 3.5% Fire resist. Resist all, and Armor, is now 1116. ZoS even said that specific resistance Glyphs would be twice as strong as Resist all, even that's untrue. Double 1116 is 2232 not 2183. Yes it's a very small variance but still an incorrect statement.
Left to right, Disreputable, Notorious, Fugitive.
The grey hand represents the fact that you are a petty criminal. The white masked face represents the fact that you are a known outlaw who is visible to the guards. The red sword, as before, represents kill-on-sight.
I think by making a change such as this, your current [infamy] level is more easy to see at a glance compared to what the current design offers.
Feedback so far:
Justice System -- Having a Heal over time going on someone and then they attack a citizen and you immediately turn into a criminal. -- I think there should be a middle ground here. You obviously don't want people healing the enemies with no repercussions, but this is a recipe for trolling IMO and a little extreme in most situations. I don't know if the cops shoot the paramedics if they try to help hurt criminals out there on the east coast, but there should probably be a buffer on healing before you turn criminal. -- judging from how powerful the guards are, a small heal won't help a criminal anyway.
which brings me to...
Justice System - guards. I didn't pick a fight, but I watched about fifty players get slaughtered by guards. It looked like noob non-vets fighting v14 emporers in cyrodiil it was so one sided. Seems like they are a bit too powerful. I mean, if they are that strong, why did I have to kill molag bal - go send a few of them. Or why am I fighting in Cyrodiil - again, just send a few of them in there to clean it up.
Animations --
Some of the new standing animations are nice! I like the resto staff and fire staff standing positions and the new crouch for stealth.
Nightblade animation -- BLUR, everytime you do anything when blur is active you have a chance to trigger the animation - shouldn't you only be dodging enemy attacks? Why am I making the dodging motion when I throw down my ultimate, or circle of protection or try to taunt?? Sometimes it's hard to tell when an attack triggered b/c the dodging animation goes off and you wonder if whatever you cast did or not. (This was one reason I liked blur (miss chance instead of dodge) before over evasion and a reason i quit using hist bark - this animation is horrible and needs work).
Nightblade animation -- SIPHON STRIKES -- this is the third or fourth time I've talked about this in as many patches. This has been a problem since you guys first did the weapon caching thing back around when you released armor dye patch. Problem - the glow from the power on the weapon stays after switching weapons. So, if you have a bow out and switch to dual wield, you see a big glowing bow shaped red streak hovering in front of your face and left hand where the bow was being held. When you switch back to bow, you know have two little glowing weapon effects on both hands instead of the bow. This happens on every weapon type - I've been between staves, sword/shield, daggers, bow, etc. It also happens on expert hunter, but since that isn't a toggle isn't as noticeable. Other players cannot see this, only the caster, it looks normal to everyone else (just like after weapon caching first came out and you couldn't see a newly equipped weapon in your hand, but other players could). Not the biggest deal in the world, but it's been unfixed long enough I think. Just change the power to show only glowing hands or something if you can't fix the weapon glow.
Provisioning -- I found it odd that tomatoes didn't become tomatoes in the new system, but they became a different rare ingredient, so I guess all is fair. Just weird.
Enchantments -- The enchantment to potion power increase changed to only give you an increase in how long the potion lasts and not in overall effectiveness. I didn't see this in notes (could have missed it), so should probably be in the notes if it's not.
Racial changes -- Thought I saw you say there were no racial changes, but there are. Argonian potion passive is different and a few others seems to have changes to the % of bonus.
Nightblade passive change -- CATALYST-- was changed and not in patch notes. Originally it 'increased potion effectiveness' (and was good) now it just gives you bonus ultimate after drinking a potion -- ok I guess, but not nearly as useful. Anyway - should be in notes it hasn't been added yet.
LOAD SCREENS - Getting extremely long loading screens when porting, whether walking through door with loading screen or traveling. Had to alt/f4 several times and relog.
CRITICALS -- Seems like crit on weapons took a pretty good hit, my crit dropped over 15% from live to pts with exact same setup gear and passive wise. Not sure if intentional, but seems like quite a bit of a drop.
GROUPING -- cannot invite players to group from guild list anymore. I saw that you cannot travel to players in your guild, only on your friends list now. But you should definitely be able to group with players in your guild and send invites from that list.
That's all I can recall for the short time I played tonight. Will post more as I test.
@ZOS_GinaBruno / @ZOS_JessicaFolsom Could someone check if vampires taking more fire damage in 1.6 than 1.5 is intended or perhaps an oversight? Initially raised in this thread.Perhaps the scaling of the enchants needs looking at? (comparisons in this thread)Calculations all in the quotes but essentially:Weapon Glyphs have an ICD of 8 seconds not 4. One thing about that I've always been bugged with is that there's no SD Glyph like the WD Glyph we already have.1.6.2 nerfed Fire Resist Glyph even further to just over 2K for VR10-14 Legendary, but they also nerfed Resist all to just over 1K. That's a value of roughly 3.5% Fire Resist, or a bad joke basically. On Live right now the Flame Glyph is 1550 with a 3250 hard cap for Resistance making 1 single Fire Glyph reach Fire Resist hard cap (in Light or Heavy Armor). On PTS right now, even with the 40% weakness instead of 50%, it looks like Vampires are going to take FAR more damage from Fire than Live.[*] I will be switching all my fire resist glyphs to spell resist/armour since elemental resistance specific glyphs scaled much less (180% vs 600%) I suspect that they nerfed this so much because Vamps have had 10% reduction in fire damage. So technically, vamps have had no change from 1.5 because their enchants will probably give at least 10% less protection than they did in 1.5. Perhaps vamps will now be even more vulnerable to fire, due to this.
It would take all (3) Fire Glyphs (10.5%) and all 24 starting points spent in the Elemental Defender Star in The Lady constellation (9.2%) to get close to the value of a SINGLE Fire Glyph on Live, which is 23.8%. It will actually take 41-44 points in Elemental Defender + the (3) Glyphs to be exactly the value of that Glyph on Live or 88 points and no Glyphs. Granted we'll have 10% less weakness.
On PTS right now, even with the 40% weakness instead of 50%, it looks like Vampires are going to take FAR more damage from Fire than Live.
It would take all (3) Fire Glyphs (10.5%) and all 24 starting points spent in the Elemental Defender Star in The Lady constellation (9.2%) to get close to the value of a SINGLE Fire Glyph on Live, which is 23.8%.
And while they are looking at it could they check if there is indeed an undocumented nerf to Dark Elf Fire resist as suggested in this thread
Going to nitpick here, but...
Why not give the hood Naryu actually uses on her crown-store costume? (It's called Naryu's Assassin Armor at least) I prefer it greatly over the hood it has now.
@OtarTheMad I was nearly ready to throw my dunmer sorc vamp out the window (and my toys out of my cot)until @DeLindsay did some Optimistic Calculations on champion points/fire resist. Basically give up on fire resist glyphs unless they fix them, and it is possible to get fire resist in CP, but you will have to focus your first however many champion points on that. So there is hope!I'm going to give that a tryOtarTheMad wrote: »Probably easier to cure your Vampirism.
I liked Batswarm on my Sorc because it was an offensive ultimate and with a fire glyph the fire damage wasn't that bad. But Now? Batswarm isn't worth the damage I'm taking in PvP and I certainly can't afford to be a Stage 4 Vamp pretty much ever anymore. But Overload seems okay now and Meteor is great until they nerf it (please don't)
Joy_Division wrote: »Sanctum Ophidia: I still think the trial was nerfed. The bosses HPs scale lower than is standard and I trust the judgement of my GM who has just about spends every night in this trial. If we are not going to have new content, you shouldn't nerf this.