@eventide03b14a_ESO , the first part is ironic. Completely true, but ironic nonetheless.eventide03b14a_ESO wrote: »I didn't have time to play around with other builds, but I don't see sorcerers as ever really being viable with stamina in this game. This is a limitation imposed by the devs because they decided to include classes. At least dark exchange has become more versatile now that you can choose how it morphs, but it doesn't work across the board with some of their choices of morphs.Merlin13KAGL wrote: »eventide03b14a_ESO wrote: »I got 1 LOL for this comment so far, but I'm really not sure why. I took a template sorcerer and pretty much just ate my way through the mobs in Craglorn. I did this with very little set up and no points spent in the champion system. The pets now taunt, Daedric Curse now causes pets to do more damage to the target, ward seems to be as good as it was before. Please let me know if I missed something.eventide03b14a_ESO wrote: »Well sorcerers got a huge boost. The daedric summoning line now has a lot more synergy and the pets seem like they don't actually suck anymore.
@eventide03b14a_ESO , while Summoning is drastically improved, I suspect you got the LOL from the fact that a Summoning build should not be the only viable Sorc build, and 1.6+ is certainly trying to push it that direction.
I feel like choosing a handful of morphs that are now "stamina" based actually restricts us further. Just because they have decided that an ability should be stamina based doesn't mean that we as players agree. My nightblade had several abilities that I used to love playing with a stamina build because they didn't eat into my stamina resources.
We usually set up sorcs as the utility member taking care of war horn, drains and siphons, barriers, etc with their reduced ultimate cost. You probably wont see a raid of 7 sorcs like you can DKs, but they're far from useless and easy to configure as a significant improvement to overall raid dps by enhancing the other characters as much.
The reaction is overblown. Negate nerf is aimed at PVP where stacking negates is much more powerful than basically any other strategy a small, coordinated group can engage in.
Merlin13KAGL wrote: »@eventide03b14a_ESO , the first part is ironic. Completely true, but ironic nonetheless.eventide03b14a_ESO wrote: »I didn't have time to play around with other builds, but I don't see sorcerers as ever really being viable with stamina in this game. This is a limitation imposed by the devs because they decided to include classes. At least dark exchange has become more versatile now that you can choose how it morphs, but it doesn't work across the board with some of their choices of morphs.Merlin13KAGL wrote: »eventide03b14a_ESO wrote: »I got 1 LOL for this comment so far, but I'm really not sure why. I took a template sorcerer and pretty much just ate my way through the mobs in Craglorn. I did this with very little set up and no points spent in the champion system. The pets now taunt, Daedric Curse now causes pets to do more damage to the target, ward seems to be as good as it was before. Please let me know if I missed something.eventide03b14a_ESO wrote: »Well sorcerers got a huge boost. The daedric summoning line now has a lot more synergy and the pets seem like they don't actually suck anymore.
@eventide03b14a_ESO , while Summoning is drastically improved, I suspect you got the LOL from the fact that a Summoning build should not be the only viable Sorc build, and 1.6+ is certainly trying to push it that direction.
I feel like choosing a handful of morphs that are now "stamina" based actually restricts us further. Just because they have decided that an ability should be stamina based doesn't mean that we as players agree. My nightblade had several abilities that I used to love playing with a stamina build because they didn't eat into my stamina resources.
Had they based it on the standalone model, none of this would be an issue right now.
Changing magic based options to stamina based options does take the class in a different direction. Not a wrong one, necessarily, but different.
To me, it starts to become more of a subclass.
It would be like DK morphs requiring them to use a bow or have Frost only effects.
I remember a time when Sorcerers were Sorcerers... You know, magic based, spell casting types...
I don't have an issue with stamina based options/skills. I just don't think they necessarily belong in the caster line.
I'd ultimately like to see each class have access to four (4) class skill lines, while only getting to choose three of them.
Stamina based could easily be one of the options that way.
ZOS_GinaBruno wrote: »OVERVIEW
Racial
- High Elf
- Elemental Talent: The tooltip for this passive is now consistent across all its ranks.
- Khajiit
- Carnage: This passive ability’s tooltip now correctly reflects the Weapon Critical bonus it grants.
- Orc
- Heavy Armor Expertise: This passive ability now has an icon.
- Wood Elf
- Y’ffre’s Endurance: The Wood Elf racial skill Exhilaration (formerly Vigor) has been replaced with Y'ffre's Endurance, which grants an increase of 7%/14%/21% to Stamina Regeneration while in combat.
dylanjaygrobbelaarb16_ESO wrote: »its a new game and everything will change, what your talking about is elite groups placing restrictions, yes thats a problem but we are going to have to develop new strategies anyway. so we took two templar healers to AA and with the ult gain there is just no way we can drop all of the novas. I WILL NOT start a qq thread about it, I will learn with my group new ways to get through, not declare if we cant do the exact same strategy to a tea than its broken and bad.
that said, I agree that the nerf seems a bit much in pvp you can simply cc break negate and cast im not sure why they made it this way.
pete5210b14_ESO wrote: »Blood Spawn gear got nerfed to 15 ultimate instead of 25...wow
wanderlustx5 wrote: »
And with this there is no valid reason to choose redguard over bosmer for a stamina build. If im not mistaken redguard also has vigor, but will it be morphed to endurance?
HolyDragon wrote: »You're actually being serious here? I'd love to hear why you want this...HolyDragon wrote: »5. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
Emperor should be given to people that lead imo. Not people that stay up all night for days or people that solo to gain more AP. Raid leaders are the ones trying to get things done with the help of good players joining them. It is a way to give them something for all the hard work they do. I'm sure people can think of other reasons as well but that's just my 2 cents.
HolyDragon wrote: »pete5210b14_ESO wrote: »HolyDragon wrote: »pete5210b14_ESO wrote: »HolyDragon wrote: »Things I like to see in future patches:
Armor:
I am sure you are still tweaking this out but when I did go on my Templar in full light Seducers/Warlock armor, it was crazy squishy while not giving enough bonuses as a caster to penetrate damage or regenerate my magicka to compensate against melee heavy armored players. If you have heavy armor of course it should give you a ton of armor points. Light armor just seems a bit weak atm for spell casters imo. Of course I did not test this out as much as I should. I'm sure someone will post something about this.
Holydragon
Light armor is supposed to be squishy. You wouldn't go up against a bear in the woods with a robe on, no, you'd be in Heavy Steel Armor.....but then why would ANYONE go up against a bear in the woods? That is just silly in my opinion.
Did you read anything but squishy? Look at the rest plz. Thanks
Uh, you're totally welcome, I did read what you said about the Armor....everything else...no. I don't have time to read EVERYTHING you say.
Light Armor is supposed to be squishy, it's light! Nuff said
While I feel I'm beating a dead horse here, "it was crazy squishy while not giving enough bonuses as a caster to penetrate damage or regenerate my magicka to compensate against melee heavy armored players". I agree light should be hit harder against melee but Light should hit harder with spells to heavy armor or regen should be better for that trade off.. Understand yet? If not, that's fine. I'm moving on...
HolyDragon wrote: »curlyqloub14_ESO wrote: »HolyDragon wrote: »Things I like to see in future patches:
PVP:
3. Make Thorn Vet only Campaign. Make Chillrend level 25+ Campaign. Leave non-vet alone and erase the rest.
No, no, no. The limited amount of campaigns is already a huge frustration for anyone who has characters in different alliances. You cannot enter a campaign if you have a character of another faction in that campaign. This makes sense. Cutting down the number of vet-available campaigns to only two would make it basically impossible to play in any more than one faction.HolyDragon wrote: »6. Give an AP bonus to Raid leaders depending on the amount of players in raid that is online. The emperor should be a person that is leading raids, not people that log in and farm off their other accounts. The good leaders will have their followers so this shouldn't be exploited much...
7. Lower costs of items so people can get siege!!!
Lol...this guy. Can you really not afford siege??? These two requests (and well, really all of these ridiculous pvp suggestions of yours) make it seem a lot like you are a "Raid Leader" - apparently a rather unsuccessful one if you can't even earn enough AP for seige - who is just bitter about the fact that you/your group have not been succcessful at pvp.HolyDragon wrote: »14. Speaking of vamps... Bats needs a MAJOR Nerf. OR and I say OR!!! You can have it where Ring of Protection negates this effect on anyone standing in it! OR you can make these "Bats" a Pet like 3 of them that do damage and we can target and kill them or just nerf the damage and healing again. Think of something but again, I am not sure how they are on the new up and coming patch but DK Vamps are crazy OP with them!
Really? Bat nerfs? Still? They've already been nerfed quite a bit, but more importantly - just get out of their range when you see them!! Roll dodge, run, jump, or whatever other method of movement suits your fancy...it's a very simply concept, and really not that hard to do. I might slightly agree that the *synergy* between Vamp and DK is a bit OP, but that is not a cause of Vamp itself. Bats need no more nerfs. That horse is long dead - stop beating it.
1. You can travel to friend to avoid the cant get into the same campaign. Thought a guy like you would know that.
2. I have plenty of AP but newer pvpers have trouble getting enough to use em. I place down a lot for my groups. It would be nice for newer players to be able to get a couple without me placing for them. My groups do fine btw.
3. Yes we can dodge roll out, yes we can run away when we hear them. Come to Haderus and see how blue uses them on AD. I try to teach people but many people cant fight against them when placed. If you're going to say well they suck.. k... we can move on. If the majority of players are wiped against them all the time, there is an issue. Blue LOVES DK Vamps.. heck almost all of them are Vamps. If all of that blue group uses vamp, then it is OBVIOUSLY OP for pvp. Bats are OP STILL and beating a horse while dead is necessary if the horse is still KICKING OUR ASS! Nerf them again or maybe read the whole suggestion I typed out. Make Fighter's Guild stronger! Remove reflect to Silver Shards (BTW, what is the deal with the new Silver Shards?).
Khivas_Carrick wrote: »You ever lead a raid? *** is not easy.
Lol yes....and I didn't say it was easy, I said is wasn't "hard work". Give me a break lol its a game not the WWII eastern European campaign.
wanderlustx5 wrote: »ZOS_GinaBruno wrote: »OVERVIEW
Racial
- High Elf
- Elemental Talent: The tooltip for this passive is now consistent across all its ranks.
- Khajiit
- Carnage: This passive ability’s tooltip now correctly reflects the Weapon Critical bonus it grants.
- Orc
- Heavy Armor Expertise: This passive ability now has an icon.
- Wood Elf
- Y’ffre’s Endurance: The Wood Elf racial skill Exhilaration (formerly Vigor) has been replaced with Y'ffre's Endurance, which grants an increase of 7%/14%/21% to Stamina Regeneration while in combat.
And with this there is no valid reason to choose redguard over bosmer for a stamina build. If im not mistaken redguard also has vigor, but will it be morphed to endurance?
ZOS_GinaBruno wrote: »Crafting & Economy
General
- Grocers now sell only fresh produce. Their prices are higher now, to account for them endeavoring to profit from agriculture in the middle of a massive war.
- Brewers and chefs no longer sell Provisioning ingredients. Why would they empower you to produce your own goods? They want you to consume theirs.
- Grocers now sell provisioning ingredients for 150 gold per item.
Potions
- Fixed an issue where certain potions of invisibility mistakenly had no duration.
Exploration & Itemization
General
- Fixed an issue where the Sealed Urn you receive for completing the first step of the Main Quest would have an option to Enchant it (despite there being no enchantments one can place on containers).
ZOS_JessicaFolsom wrote: »are you serious? care to do some serious work on racial passives balance?
Why are you ignoring threads regarding racial imbalance/race change
(like this for example or plethora other topics regarding the issue)?
Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?
I just found this isn't a 50+ problem. For two days in a row I try to increase my bag space, but it stays at 119 total. Level 29 going to 30 here. So this is a broken thing in patch 6. (or 6.1)No fix for the horse problems?
Am I the only one who's horse attributes of storage are not working?
eventide03b14a_ESO wrote: »@ZOS the changes to negate are going to bar sorcerers from experiencing trials in competitive groups. You officially ruined the class in this one change. Can't you just reduce the radius, or duration or something instead.
Pro tip: endless CCs spam is the biggest problem in PvP, not negate. People who complain about negate in PvP need to L2P. These are the same easy mode players that zerg ball and expect nothing to challenge them. Negate was that skill that worked here and that's why they QQ.
Wake up, stop being gullible to the easymode player who just want every counter of their tactics removed from the game. It's a big bubble, just dodge roll or stay away, it's not like it lasts forever like roots/CCs.
Why would this one change suddenly ruin it for sorcerers. At this point isn't it a little early to call foul when so many other mechanics have also changed?
Nope not too early, been on the pts, seen it in action and it destroys the need for sorcerers in trials. Why? because most current trials tactics rely heavily on negates ability to dispel ground effects for the full duration.
I guess you could take 12 sorcs into a trial now and each drop a negate 1 second after the other. That would give you at least 12 seconds worth, but no, just neuwww.
If you've played a trial you'd know that sorcs are only brought along for negate and are now (more than likely) not going to be brought on competitive trial runs. Sorcs would have to top the dps charts to have a chance without a fully functioning negate. aka ruined, at least for PvE
Im not sure what you are talking about, other than the Mage hardmode tactic, I almost never see negate run in trials. We usually set up sorcs as the utility member taking care of war horn, drains and siphons, barriers, etc with their reduced ultimate cost. You probably wont see a raid of 7 sorcs like you can DKs, but they're far from useless and easy to configure as a significant improvement to overall raid dps by enhancing the other characters as much.
The reaction is overblown. Negate nerf is aimed at PVP where stacking negates is much more powerful than basically any other strategy a small, coordinated group can engage in.
Is this because you have brought along all DKs and NBs? You're almost reinforcing my point here. Plus any class can provide the utility you speak of.....so again no need for sorcs. Thanks for helping to make my point.
I'm not disagreeing sorcs aren't in a great place, but you can take 1-2 for pretty much any content and the reasons don't have much to do with negate.
My argument is that nerfing negate doesn't change the situation - sorcs need to get better at other things, either way, as negate isn't currently fixing the problem or the thing getting sorcs into most trials.
I have a sorc, and I would love for it to get better. But negate, in PVE trial content, isn't what gets a sorc into groups right now. So this nerf isn't really that relevant to that problem, which is that magicka sorc dps needs to be better. You can already make a 1400 dps stamina build and be plenty useful.
wanderlustx5 wrote: »
And with this there is no valid reason to choose redguard over bosmer for a stamina build. If im not mistaken redguard also has vigor, but will it be morphed to endurance?
base stamina regen is 514
12% difference in stamina regen = 62 stamina regen = 31 stamina each second = 93 stamina each 3 seconds.
Y’ffre’s Endurance gives you 108 stamina regen, which is 54 each second.
Redguard's passive (if you have 20k max stmaina) gives you 600 stamina each 3 seconds (if you keep using meele attacks), which is potential 200 stamina each second.
Vigor is 9% from base it gives you 46 stmaina regen so 23 each second.
Redguard dealing a melee attack each 19th second will get overall 54 more stamina regen from passive skills.
Thus, as long as you stay in melee range Redguard has way better stamina regen than a Bosmer.
Not to mention that Redguard's give you 10% more max stamina, while Bosmer is only 3%.
Gilcroixb14_ESO wrote: »ZOS_JessicaFolsom wrote: »Our work on racial passives is ongoing. We have read the thread you linked, as well as others. With the recent changes from today's patch, which specifically do you feel could use looking at?
What I'd really like to see is racials done away with completely, but I don't see that happening.