Day 2 testing:
RESOURCES -- It kind of feels like, instead of adding a bunch of cool powers with the champion system to make us stronger, you nerfed a lot of stuff and will require us to open up a lot of Champion point skills in order to get back to where we were. Things like block cost, crits, etc. all will require maxing out of the CS lines in order to be where they were at pre-1.6."
I agree with this completely. I thought the point of the champion system was to have a way to continue to improve our characters. Instead, my characters feel substantially less powerful than before and it's frustrating to need to obtain champion points just to get back what was taken away.
byrom101b16_ESO wrote: »SORCERER, STAFF & LIGHT ARMOUR ABILITIES
Prodigy & Concentration: Both now require 7/7 pieces of Light armour to be usable.
ZOS_GinaBruno wrote: »TESTING SUGGESTIONS
- Play through a Trial, Dragonstar Arena, or hop in Cyrodiil and try out the new abilities and game balance. Be sure to also pay attention to the new combat animations while you play.
- Participate in our scheduled in-game events on the PTS, like running a Trial or battling in Cyrodiil!
Cannot done with these *** templates
andy-717b14a_ESO wrote: »EDIT: First post on the forums~
EDIT: I'd also like to suggest changing two Alliance War abilities. "Revealing Flare" has a morph that deals damage to enemies but is in the "Support" skills while "Vigor" is a group heal and is in the "Assault" skills. It would make more sense if they were swapped, imo.
This would keep up the motivation to play without enlightment too. A single cp is only worth 0.2% to anything. Not much of a goal to fight for. Only 1% of all cps offer better deals (10s 30s 70s 120s), so for 99% of all cps you run for a tiny bit of advancement noone will ever notice while playing. Make the single champion point more rewarding. It is a game and it is about fun. Nobody is happy about 0.2% of something.nikolaj.lemcheb16_ESO wrote: »Champion points The enlightenment system has a negative effect on game behavior in its current form. When enlightenment means that your xp is worth 4 times more than non enlightened xp, then it means that people will not or should not do Caldwells silver and gold while in a non enlightened state.
Soloable xp at veteran levels is a precious and limited commodity in this game, so you absolutely should do anything to maximize them while you have them.
When enlightenment give you 4 times the xp then it dictates what you can do too much. Instead you should drop the bonus to x2 and drop the xp cost of cp's to 200k.
I haven't really tested the Champion System much, but based on the comments I am inclined to agree with both of these points. Non-enlightened still needs to feel useful, and there needs to be a bit more advantage to actually putting points into the passives.This would keep up the motivation to play without enlightment too. A single cp is only worth 0.2% to anything. Not much of a goal to fight for. Only 1% of all cps offer better deals (10s 30s 70s 120s), so for 99% of all cps you run for a tiny bit of advancement noone will ever notice while playing. Make the single champion point more rewarding. It is a game and it is about fun. Nobody is happy about 0.2% of something.nikolaj.lemcheb16_ESO wrote: »Champion points The enlightenment system has a negative effect on game behavior in its current form. When enlightenment means that your xp is worth 4 times more than non enlightened xp, then it means that people will not or should not do Caldwells silver and gold while in a non enlightened state.
Soloable xp at veteran levels is a precious and limited commodity in this game, so you absolutely should do anything to maximize them while you have them.
When enlightenment give you 4 times the xp then it dictates what you can do too much. Instead you should drop the bonus to x2 and drop the xp cost of cp's to 200k.
I've explored it a bit more now that my PTS is updated, and I think I understand it a bit better. Red is Heat and white is Bounty, heat decays quickly and bounty decays slowly. If the sword in the centre is red, you're a Fugitive (Kill on Sight). There's no difference between Disreputable and Notorious though, so I would suggest a change which replaces the sword with other icons depending on the level you're at. For example: while Disreputable, the icon could be the "stolen item" hand icon in grey; while Notorious, the icon could be the beta "bounty" icon (masked criminal) in white; and Fugitive would keep the sword icon in red.I believe it's segmented into three to correspond to each of the heat levels (Disreputable, Notorious, Fugitive), but it probably could be a bit clearer. Maybe by changing the icon in the middle to something depending on the level, à la Assassin's Creed. (My PTS hasn't finished patching yet; when it has I may be able to make some more suggestions.)HEAT STATUS/BOUNTY TRACKERI’m talking about the thing in the bottom right hand corner that tells you how hot you are.
Ideally I would like to have something like the heat tracker thingy having a label on it..even if its just N for Notorious and then somewhere else that I could click that tells me what Notorious means for my character.
Ahah!! Now they just need to label them or change the gauge to have more than one colour...I'm not suggesting green/yellow/red but at least it would be more meaningful than all red....or something.. I've not seen the Assassin's Creed one but I'm open to anything that makes it a bit easier for people to see what status they are currently in.
Why is it that Heavy armor's bracing gives its buff if you have 5 more pieces, where as with light armor and medium we need full set to achieve this from what the tool tip says?
Eitherway its seems like your obviously favoring Heavy Armor over others for PvP now.