pete5210b14_ESO wrote: »Blood Spawn gear got nerfed to 15 ultimate instead of 25...wow
ZOS_JessicaFolsom wrote: »johan.danielsson1994b16_ESO wrote: »PVP kills no longer grant Ultimate.
is this combat frenzy or kills in general?
This is for PVP kills, in general. The Ultimate Combat Frenzy grants was reduced from 25 to 20 at Rank II.
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?
sabresandiego_ESO wrote: »xsorusb14_ESO wrote: »Uninterruptable Wrecking Blow is going to be interesting.
Oh...they removed Dawnbreakers cast time also...Now that's really interesting, as it eats Vampires
All melee abilities with cast times must be uninterruptable or they become useless due to bash spam, venom arrow spam, force shock spam, etc. Melee cast time is much different than ranged cast time, because its much easier to interrupt and much harder to land. Melee is inherently at a disadvantage. Just think about whether snipe gets more kills in pvp, or wrecking blow. The devs are making some great changes. Flurry would be worthless too if it could be interrupted. Same with melee heavy attacks. In the future, they will make ranged heavy attacks interruptable, but melee heavy attacks non interruptable. This helps to compensate for the inherit disadvantage of melee as compared to ranged.
BalerionBlackDread wrote: »@ZOS_JessicaFolsom
Is the Legerdemain skill Trafficker working as intended? For the first two points it had 120%/140% increase in fence limit. For the first point it went from 50 to 110 but the second point went from 110 to 120? Should it be 140% of the original base of 50 or from the new base of 110?
kkampaseb17_ESO wrote: »
xsorusb14_ESO wrote: »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?
Nords
health regen is awful
Frost resist is useless
3% health increase and the damage decrease are the only two that are worth anything.
BalerionBlackDread wrote: »@ZOS_JessicaFolsom
Is the Legerdemain skill Trafficker working as intended? For the first two points it had 120%/140% increase in fence limit. For the first point it went from 50 to 110 but the second point went from 110 to 120? Should it be 140% of the original base of 50 or from the new base of 110?
50 * 1,2 = 60
50 * 1,4 = 70
50 + 60 = 110
50 + 70 = 120
Easy maths
kkampaseb17_ESO wrote: »
Do we get immunity when it ends or can we be refeared right after?You can no longer hold block while feared.
arnaldomoraleseb17_ESO wrote: »Glad to see the Immovable nerf. I hope this be enough.
Now we are waiting for dmg shields nerf.
BalerionBlackDread wrote: »BalerionBlackDread wrote: »@ZOS_JessicaFolsom
Is the Legerdemain skill Trafficker working as intended? For the first two points it had 120%/140% increase in fence limit. For the first point it went from 50 to 110 but the second point went from 110 to 120? Should it be 140% of the original base of 50 or from the new base of 110?
50 * 1,2 = 60
50 * 1,4 = 70
50 + 60 = 110
50 + 70 = 120
Easy maths
The question was should the second point be based on the original 50 or the 110. Currently the second point is giving 140% of 50, but that is after I have the new limit of 110, so should it be based off the old limit or the new limit?
wtf that ult is so hard op now... u will see, nerf incKeep going with the overload buffs and I might actually use this. Still don't like that using a spell breaks the overload.ZOS_GinaBruno wrote: »•Overload: Increased the damage of Overload light attacks by 50%.
xsorusb14_ESO wrote: »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?
Nords
health regen is awful
Frost resist is useless
3% health increase and the damage decrease are the only two that are worth anything.
6% flat damage reduction. Trying to make your post more informative.