Snap into a Slim Jim!Humanoids will now occasionally drop healthy snacks when killed.
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?
Slightly reduced the value that Cleanse heals allies for to 15%, 16%, 17%, and 18% of their maximum health from 18%, 19%, 20%, and 21%.
Restoration Staff
Fixed an issue where Restoration Expert and Restoration Master were increasing all healing done; this was not working as intended. Restoration Expert and Restoration Master now only increase healing done with Restoration Staff abilities. The ability tool-tips for these passives have been updated to reflect this fix.
Immovable: This ability now grants crowd-control immunity for 5 seconds instead of the full duration of the ability. The maximum rank of this ability and its morphs now lasts for 15 seconds.
Catalyst: Increased the amount of Ultimate this passive ability restores after drinking a potion to 6/12 from 4/8.
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.
Really @ZOS_GinaBruno? On your ESO Live your Dev adimited they were looking into sorcerer's numbers because the DPS was too low and this is the best you guys could come up with?
You sort of buff the ultimate almost no sorcerer manages to use and destroy the only spell that made Sorcerers needed for Trials? Do you realize most end game guilds will only allow for one sorcerer in their core group? Do you understand the only reason they allow that one sorcerer is because they need Negate?
You guys just killed our class...
pvpaddict42 wrote: »ZOS_GinaBruno wrote: »Sorcerer
- Negate Magic: This Ultimate ability now removes enemy-placed effects when it is initially cast instead of constantly for the entire duration of the ability. Also, this ability’s cost has been reduced by 10%.
This Ultimate ability is no longer ultimate. I guess that's what we get for constantly whining how bad most Sorc skills are.
It's still an ultimate. It dispels any effects that were in the area when you drop it, and it keeps people inside of the area from activating any new magicka effects, plus whatever the other effects from the morph you choose.
Yes, it's less effective than it was before, but there were plenty of folks that felt Negate was too strong in that regard anyway as the only ultimate to trump all other ultimates. In case you haven't noticed they are reducing ultimate gain, which means ultimates are going to be more spaced out in usage. In the previous system, the excessive cancelling of not only existing ultimates, but also ALL OTHER ULTIMATES EXCEPT ANOTHER NEGATE was perhaps more viable because people built them up faster. With them being slower to generate, Zenimax is simply making a change to head off all the complaints that are going to happen when the only ultimate existing on the battlefield is going to be Negate.
Pancake-Tragedy wrote: »Really @ZOS_GinaBruno? On your ESO Live your Dev adimited they were looking into sorcerer's numbers because the DPS was too low and this is the best you guys could come up with?
You sort of buff the ultimate almost no sorcerer manages to use and destroy the only spell that made Sorcerers needed for Trials? Do you realize most end game guilds will only allow for one sorcerer in their core group? Do you understand the only reason they allow that one sorcerer is because they need Negate?
You guys just killed our class...
The new overload light attack hits like a truck now. If only we could get rid of the GCD again...
Mettaricana wrote: »Still no champion point exp needed reduction this is disappointing...
xsorusb14_ESO wrote: »I'm curious why sorcs needed 10k+ damage light attacks with overload up. ZOS you need to quit listening to morons who think sorcs are weak, they're not... Every decent pvper knows this...
Mettaricana wrote: »Still no champion point exp needed reduction this is disappointing...
All_Bizniz wrote: »WOW you all must be high. ZOS your 'fixes' are ridiculous. 1.6 should come out April 1st because this is a joke. I'm very sad and ill be quitting the game. (loved you eso... at one time)
[Moderator Note: Edited per our rules on Inappropriate Content]
Getting into a the cooking of dishes again, I see everything has reset here as well. So now I'm up to clicking R 21 times for the Fishy Sticks, 22 times for the Rabbit Pasty, 4 times for the Breton Pork Sausage, 7 times for the Cheese Pork Schnitzel, 21 times for the Senchal Curry Fish and Rice and twice for the Camlorn Pork Sausage to get all meat dishes in.
Why not add a slider here in the food and drinks? Because pressing 59 times on R for the Surilie Syrah Wine option is not how I want to spend my evening.
Even on the Live server I have had it several times that I have more than one volume item for a dish, and it's getting tedious to press R per item. A slider, going 0 to maximum of the amount of volume items you have would be nice, allowing the making of these food and drink items in one fell swoop.
So single ingredients now cost 150g meaning that provisioners will have to pay around 45 - 60k for 3 - 4 stacks of ingredients, maybe more to craft recipes that require it? Seriously guys that's a lot of gold. New players are not going to be able to afford to level their provisioning craft without having to resort to stealing and fencing items to make money, whether they want to or not.
75g per ingredient is plenty and while that would still equate to 7500k per 100 stack of ingredients it would at least be a bit more reasonable for everyone, not just max level players who may have the gold to throw at it. Please amend this change guys.
Another thing that needs to be fixed is the usefulness of max level hirelings. Not everyone wants to do crafting writs. Reducing the already slim chances of getting gold tempers etc through maxed out hirelings in order to force people to do the crafting writs certainly isn't the way forward. Please return our hireling to their former glory and allow people to decide for themselves whether they actually want to do crafting writs or not without feeling as though they're being shoehorned into doing them.
starkerealm wrote: »ArconSeptim wrote: »SIGNIFICALLY REDUCED THE VALUE OF STOLEN ITEMS? WTH NOBODY WIL STEAL ANYMORE IF IT HAS MORE VALUE WTH
Because it was way too easy to make money? You could easily pull down 8k a day per character without hitting your fence limit, in a short enough time to make farming gold across your alts viable. Yeah... that would have done horrifying things to the economy.
@ZOS_GinaBruno
I think I /bugged it, but I didn't see any confirmation. Is the issue where, when characters first getting transfered over to 1.6 loosing any items stored on their horses getting looked at, or did that one slip through the cracks?