PTS Patch Notes v1.6.1

  • kieso
    kieso
    ✭✭✭✭✭
    Bosmer needs more lub! :heart:
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    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.
    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 , 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 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.

    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.
    @eventide03b14a_ESO‌ , the first part is ironic. Completely true, but ironic nonetheless.

    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.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jaerlach wrote: »

    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.

    1. The sorcs are "utility" members because their DPS is easiest to sacrifice.
    2. The "utility" sorcs are using skills available to other classes and thus not a reason to take a sorc on a raid.
    3. You are right, they aren't useless, but they aren't very useful.
  • eventide03b14a_ESO
    eventide03b14a_ESO
    ✭✭✭✭✭
    ✭✭
    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.
    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 , 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 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.

    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.
    @eventide03b14a_ESO‌ , the first part is ironic. Completely true, but ironic nonetheless.

    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.

    As soon as I found out there was going to be classes I knew there was going to be problems. I still don't understand why they couldn't just keep it like the single player games. it's a basic system that really didn't need to be changed and ZOS certainly hasn't improved it in any way. Nightblades are the only ones who get invisibility, only sorcerers can summon pets, and yet they tout this "play as you want" BS. Play as I want means I can summon a damn atronach if I want and then cast invisibility. Just sayin.
    :trollin:
  • Nightreaver
    Nightreaver
    ✭✭✭✭
    @eventide03b14a_ESO‌

    I actually did LOL when I read your most recent post. Not because of what you wrote but rather because it someone tagged it once again with LOL after you just made a post wondering why your previous post was tagged with LOL.

    Wish there was a way to LOL tag the people who do that with no explanation why. To me that's just saying "I don't like what you're saying but have no intelligent response to refute it so I'll just tag it as LOL."

    So yeah, I have to laugh at the people who do that.

    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • Brettoel
    Brettoel
    ✭✭✭
    Fiery Grip
    If the target of Fiery Grip is unable to be pulled to you for any reason, you will now be pulled to the target.
    Empowered Chains (morph): This ability now grants you Empower for 5 seconds.



    how will play out in pvp? because it would suck to get pulled to someone while trying to pull them, also will the bug be fixed that some enemies on the same hight cannot be pulled (example the corridor in elden hollow after murklight boss to the next boss, sometimes i cannot pull a mob that is on the same level as i am and it says : target is too high or too low)
  • wanderlustx5
    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?
    Edited by wanderlustx5 on February 5, 2015 10:06PM
    Wanderlust: vr14 DK
    Wanderlust Mender vr14 Templar
    Wanderlust Ninja vr14 NB
  • Cuyler
    Cuyler
    ✭✭✭✭✭
    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.

    First off I didn't start this thread...I don't care that much to begin an entire thread on negate alone. I will adapt. This is the thread to express this sentiment, if not here then where? Call it QQing or whatever you like but this thread and the feedback thread are where we have to express these opinions, get over it.

    Second, I never expected to do the exact same strategies in 1.6 as I did in 1.5. Obviously there are $#!t loads of mechanics changing here requiring a new play book.

    Third, it's my opinion that the new playbook doesn't need a negate nerf even in PvP. If negate is killing you in PvP you need to L2P. There are a lot more cheesy tactics than negate. This idea, "because this got nerfed it's ok this gets nerfed to" is not constructive. Plain and simple this nerf really hurts the class.
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
    "How hard can u guar?" - Rafishul[/spoiler]
  • Sheaden
    Sheaden
    ✭✭✭
    o:)
    Edited by Sheaden on February 6, 2015 2:08PM
  • wanderlustx5
    Soulac wrote: »
    Why no love for cats? :(


    Well with the greater difficulty with increasing crit and the massive nerf toward impen, dosent there normal crit bonus seem like enough? They are already the default NB race.
    Wanderlust: vr14 DK
    Wanderlust Mender vr14 Templar
    Wanderlust Ninja vr14 NB
  • Brettoel
    Brettoel
    ✭✭✭
    Blood Spawn gear got nerfed to 15 ultimate instead of 25...wow

    i know now getting ultimate as a tank will be a pain again
  • billcage
    billcage
    Why we have to do all faction quests ?.Please change this ...
  • Cogo
    Cogo
    ✭✭✭✭✭
    @ZoS_JessicaFolsom

    Could you update Werewolf info so it says WW adds 15% stamina regen in human form?

    Also, do Werewolves take 50% more damage from poison only in Werewolf form, or in human form as well? The info doesnt say.

    The Morph Werewolf ultimate transformation, say that "Allies gain ultimate faster"? They do? The info say Other werewolfs stay in Wolf form longer?
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Reremnu
    Reremnu
    ✭✭✭

    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%.
    Edited by Reremnu on February 5, 2015 10:31PM
  • Ageless
    Ageless
    ✭✭✭
    Shouldn't different level glyphs have different maximum strength?
    I ask as I see e.g. on an Odra-Makko-Denata (Minor Glyph of Magicka), applied in items between levels 20 and 30, it adds 270 Maximum Magicka.
    But a Pojora-Makko-Denata (Lesser Glyph of Magicka), applied on items between levels 25 and 35, also adds 270 Maximum Magicka.

    nrf5yom0oayr.jpg
    xv3hyyieb00b.jpg
    Edited by Ageless on February 6, 2015 6:29PM
    Jord.

    As I burn down and murder, I know that God forgives.
    'Spite all the things I've done my soul yet forever lives.
    And all those caught in the shadow of my wings have cause to fear.
    I swear on all I've done, no evil shall linger here.

  • HolyDragon
    HolyDragon wrote: »
    Cuyler wrote: »
    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...
    You're actually being serious here? I'd love to hear why you want this...

    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 , you do get an AP bonus as a Raid leader - you get more AP's being part of a 20 man group earning AP's, do you not?

    Emperors should not automatically be a person leading raids, perhaps the person successfully leading raids. Having a crown on your head (Group Leader) and gathering a handful of individuals does not automatically qualify for bonus. (There are exceptions, obviously).

    Personally, I've always thought that dethroning the Emperor should involve dethroning the emperor. Shouldn't execution of the king be standard fare in the process of overtaking the kingdom?

    Obviously there is difficulty implementing this with time constraints (he/she has to be logged to be executed). Right now, simply capturing enough farms, keeps, and players, it still feels like something is missing from the formula.
    HolyDragon wrote: »
    HolyDragon 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 , dead horse is dead. However, agreed, LA should take more physical damage, HA should take more magical/elemental damage.

    I'm gonna go put my metal teapot on the stove and see what the result is... (HA wearers assure me it won't get hot)

    The general consensus (it seems) is that Light Armor should have no advantages, which is pointless.

    Now please step back from the horse. "Charging...CLEAR!..."

    Well, if people would stop twisting my words you would see that I said an Emperor should (not automatically, never said this!!!) be the ones that lead.. Raid leaders that actually do well at it should be the top runners or get a buff. That's all I suggested and if you disagree, fine. It is an OPINION!!! That's my point. Also, we get more AP Soloing near a zerg so we get less while in a group. This is a fact.

    All I was saying about Light is what ya said. It has no real benefit atm, IMO. We take more damage against melee but the advantages are not equal. Maybe they will fix it up a bit.

    We still have a month and they have some time to tweak some things out. I just wanted to put out some ideas. Not saying they all would work but the conversations hopefully will begin. More importantly, with the devs!!!

    Edited by HolyDragon on February 5, 2015 11:39PM
  • curlyqloub14_ESO
    curlyqloub14_ESO
    ✭✭✭✭
    HolyDragon 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?).

    1. Travel to a friend is not the same as choosing a home campaign. And it's quite possible that people might not have a friend online in Cyrodiil in the campaign they want at the time they want. This is not a solution for your proposed reduction in the number of campaigns.

    2. If your groups do fine, then the people in them will earn enough AP over time to buy siege. Any new player is going to have to work for a bit to earn things - it's the way of life in all games. They have to work to earn levels and skill points too - AP is no different. This request is classic "I want everything and I want it right now" attitude that seems to be increasingly common among younger generations. God forbid people should have to work a bit for something.

    3. Ahhh - and now we get to the real issue behind your complaints. You poor AD have lost the buff server you held for months - Haderus. As it happens, I am homed in that campaign, and I'm well aware of what is going on there...and I'm also DC. So sorry we have come in and disturbed your pretty yellow map. I can certainly imagine how upsetting that must be, but it was long overdue. Haderus is actually a fun campaign for ALL factions now, and has become far more active on all sides, which is a good thing! As for the bats - I see just as many red and yellow players with bats as we have blues, so this is a completely hypocritical argument. If you try to teach your people to avoid the bats and they can't learn that rather simple concept, well, sorry but that's their problem. If they want to make Figher's Guild stuff stronger, that would be fine by me, although I rarely see anyone using the Fighter's Guild abilities in Cyrodiil anyway. People already have the tools to fight vamps - it's not the vamps fault if they aren't using those tools. Regardless, bats are still fine, leave them alone.
  • Aldmera
    Aldmera
    ✭✭
    Problems with Justice System Consistency
    Let us run through this together. Ithis wants to make some Chicken Breasts, but has no poultry. As she is walking to the Grocer’s she comes across a few lvl 1 Bantam Guar running around Davon’s Watch. Not thinking too hard about ihow closely realated to a chicken these bantam really are or whether or not it is someone’s pet, she stealthily follows one behind a planter, wrings its little neck (this would be an interesting addition to the justice system gameplay for dealing with the level 1 owned creatures, but I digress, really she just used her light attack on her staff), and guts it. From this interaction she gains 2 poultry and 2 guts.
    Working her way back toward an Inn to find a cooking fire she comes across a home. Deciding that all homes must have their own cooking fires (you can’t eat out ALL the time), she tries the door. Unfortunately the door is locked. She has a few tools on her for such occasions as getting locked out of places she wishes she wasn’t , she fashions herself a makeshift key and quickly makes her way inside. Disappointed that these strange people do not have a cooking fire she decides to see if they are real townsfolk at all and looks in the nightstand that is strangely next to the door. All they have inside is a lockpick, which she figures they don’t need since they obviously locked the door somehow, and also they are kinda sketchy for normal people to have, so she borrows that and once again starts to make her way back towards the Inn.
    Finding that she is close to the docks and having the nice fresh guts in her pocket she decides to try her hand at fishing, and thinks maybe she can cook some of those tasty bits up as well. Unfortunate for Ithis, somehow these guts she has collected are recognizable as being stolen property and she can’t force herself to use them in case a guard were to walk past, and so grabbing a torchbug, she sticks that on the line but her line only comes back with worthless used bait on the end.
    Feeling a little like the world isn’t on her side she takes the shiny lockpick and decides to find another place she can use it and hopes for better luck. Walking past the alchemy shop she spots a shiny lockbox behind the counter and a slightly distracted alchemist. Going nonchalantly over to the crafting table she waits until his back is turned then slides over to the box and looking at it something tells her “Lockbox- Steam from…”Yes “Steam”. Not sure what the box holds anymore or that this is a good idea she takes her new lockpick and jams it in the “Steam” hole, accidentally breaking it. Luckily it is the stolen pick, since she has for some reason kept her legitimate lockpicks separate and less accessable. On the second try the uses one of her original lockpicks and completes picking the “steamhole” but not before the alchemist turns the corner of the desk and sees her, shouting “Robbery in progress!”. No one come to help him but he did frighten her with his yelling, plus her pockets were full... She slips to the other side of the desk where he suddenly forgets about her, at least long enough for her to slip some Corundum from her pocket to make room for the pretty parasol she has seen in the box, runs back over and grabs it out, to his repeating of his earlier shouts, and then dashes across the street to the Enchanters to take a few deep breaths.

    So how does it make sense that she can cook some bantam guar into Chicken Breasts ( also, that recipe name makes no sense) at the very visible cooking fire at a crowded Inn without ANY suspicion but not fish with some random guts at the very empty docks? How exactly does one even launder guts?
    How does it make sense that there is a difference between a stolen lockpick and the legitimate ones found adventuring or bought from the merchants (are they all engraved with initials or something more bizarre)?
    I would like it if ZOS were to implement fishing with these guts freely, without laundering, just as I can cook the bantam and pick locks with the lockpicks. I also think the lockpicks and guts (all fishing baits, really) should probably just be integrated into the rest of your stacks and not separated out for fencing/laundering (even though they are finally worth something, which is AMAZING)

    Also I got a bounty both times he yelled- 1st for the theft of the gold from the lockbox - 2nd from the theft of the parasol after I made room for it. Just wondering if theft bounties are the same amount no matter what the item is you are stealing, and does it increase per person who sees you?


    (the typo of “steam from” was just too funny to leave out)
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    Cuyler 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.

    Saying something isn't hard work means it was easy, so yea, you did say it was easy.

    You would still be right in that it isn't a leadership position in a field of war lol
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    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?

    I just checked out and compared their racials, and if what I'm seeing is correct and up to date on this site, Redguard is vastly superior to Bosmer for a Stamina build by a mile.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • katkat42
    katkat42
    ✭✭✭
    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.

    This will be Interesting. Sure, Provisioning needed to become harder, but that's a LOT harder.
    Potions
    • Fixed an issue where certain potions of invisibility mistakenly had no duration.

    How revealing! ;)
    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).

    Aw, darn, I was hoping to put an Enchantment of Immovability or some such on it, and leave it in the middle of the street, just to watch what happens. :-)
    Stonehenge ROCKS!
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    [Moderator Note: Removed moderated quote]

    Sorcs need a nerf, they are over the top on PTS right now.
    Edited by ZOS_EveP on February 6, 2015 11:29AM
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    Uppercut and its morphs have 1 second cast time. I didn't see this change in patch notes 1.6 or 1.6.1. Is it intended?
    Because I can!
  • Wolfchild07
    Wolfchild07
    ✭✭✭✭✭
    PvP'ers - Give them their own servers with all the nerfs of 1.6 so they can whine about how their class isn't as powerful as other classes and how other classes need nerfing.

    PvE'ers/RP'ers - Give them their own servers with 1.5 (with necessary changes like armour ratings) and stop nerfing everything.

    Seriously, we get no new content cause everyone's crying about classes being OP, so they get nerfed...then they cry about no new content.
  • Aldmera
    Aldmera
    ✭✭
    Please make the account bound quest completion Trophy items like Finvir's Trinket, Battered Bear Trap, Yokudan Totem, Bonesnap Binding Stone, Fetish of Anger, etc. included in the new collections system. If trophies are not defined as collectibles, then what are they?

    Also, if the problem with the disguises being included as costumes is that if they make them part of the costume system it could mess with people doing the quests, by having it available when they shouldn't,( I believe that is what the guy in the ESO live episode said), then could you create a quest completion achievement that grants a costume that doesn't work like the disguises but looks like them? That way you guys don't have to mess with the quest disguise item itself, but people can still use the look, which is what I know quite a few people thought you meant by costumes in the 1st place. Also why one of my characters has around 20 unique disguises in her bag...

    Thanks for considering these 2 requests.
  • pjwb16_ESO
    pjwb16_ESO
    ✭✭✭✭
    Reremnu 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?

    You have to bring all Racials on the Level of Imperial/ Dark Elf, the 'buff' to Wood Elf is a joke...
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
    Fyrusha - NB AD
    Auri-ele - Sorc AD
    Watch me Nae Nae - Magicka DK AD
    Watch me Whip - Magicka DK DC
    Schnuggii - Bubble Templar AD
  • Ageless
    Ageless
    ✭✭✭
    istateres wrote: »
    No fix for the horse problems?

    Am I the only one who's horse attributes of storage are not working?
    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)

    Edit: having typed that, today I try again and now it DOES work. All of a sudden at 120 bag spaces.
    Edited by Ageless on February 6, 2015 9:46PM
    Jord.

    As I burn down and murder, I know that God forgives.
    'Spite all the things I've done my soul yet forever lives.
    And all those caught in the shadow of my wings have cause to fear.
    I swear on all I've done, no evil shall linger here.

  • Grao
    Grao
    ✭✭✭✭✭
    Jaerlach wrote: »
    Cuyler wrote: »
    Jaerlach wrote: »
    Cuyler wrote: »
    Cuyler 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.

    The simple fact is, you CAN take a sorcerer or two through trials, but you don't NEED to do it. On the other hand, you always NEED to take at least two Templars, one or two Nightblades and as many DKs as you can fit.

    How can you say sorcerers are over reacting the nerf to their signature spell when the class is just so absurdly underpowered when compared to any other class? The simple fact is, you don't NEED a sorcerer in your Trial group and since we have the lowest DPS in the game both for single target and AoE, you don't WANT a sorcerer in your group either.
  • wanderlustx5
    Reremnu 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%.

    Great points but you ignore the fact that redguard is supposed to be the stamina class and your including the other racial passives, if your going to include that then redguard needs the sneak attack bonus and poison and disease resist of bosmer to help protect against meat bags and also venom and poison arrow. Also of note my vr14 NB is bosmer, so really the buff helps me, its just not fare to the other race that uses that buff.
    Wanderlust: vr14 DK
    Wanderlust Mender vr14 Templar
    Wanderlust Ninja vr14 NB
  • wanderlustx5
    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.

    Or just have a semi costly way (say 20K gold) to change your race. Then no one can say its unfair because you get choice or race.
    Wanderlust: vr14 DK
    Wanderlust Mender vr14 Templar
    Wanderlust Ninja vr14 NB
Sign In or Register to comment.