Tanis-Stormbinder wrote: »Well we made some progress with surge now if you can remove it's GCD and that of Overload, restore Negate Magic. Sorcerers will start looking more viable.
I don't like the change to immovable. It means you have to keep two different times in mind while fighting. That's bad usability.
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?
Nord and the cat, check Soulac's photo
Khajiit been nerft enough! Thank you and now go pick on an other race.
That came to my mind as well at some point. So yes, 1000% agree.Brasseurfb16_ESO wrote: »Actualy, Khajiits got indirectly buffed with the 1.6 patch. They surely have no stat increases compared to the other races. But with the nerf on critical chances on sets Carnage racial passive now adds a lot of value to the Khajiit race. That 6% critical chance equal 2850 magicka/stamina or 4050 health just from set bonuses.
snipeopsub17_ESO wrote: »Templar Aedric Skill line has a passive (the bottom one) that buffs the weapon damage of Aedric skill line abilities. Pretty sure since they use magicka they are spell damage now.
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...
Problem is, DPS alone doesn't get a class into Trials. You need to be useful to the raid in general and the only really good buff we can offer now is with Atronach and that only affects 1 person.
ZOS_GinaBruno wrote: »OVERVIEW
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%.
Ok i guess i can understand that the constant removal of enemy-placed effects is really awesome but now only on initial cast ....BAD ZoS...BAD. How about this, lower the cost 35% more. That should compensate for the unnecessary nerf
@OtarTheMad , oddly enough, this seems to be the way it works for me in live. Bogdan the Nightflame Vet EH endboss is a prime example. It quite litterally cuts a circle out of the existing effects.OtarTheMad wrote: »pvpaddict42 wrote: »I get what you mean about the purple bubble, but it's not always cut and dry. If any part of an ultimate cuts into part of the bubble, the entire ultimate is negated. So if for instance a Negate goes down in the front flag room of a keep and someone places it well, they prevent anyone else from dropping an area effect ultimate as well because there usually isn't enough room without some fringe edge overlapping. Now you're no longer controlling the area within the Negate, but also a large margin around it.
If they could make it so that it only nullified what was actually inside the purple dome while allowing anything outside of it to exist, then I think a lot of people would be okay with that. I'm guessing that it's not so easy to implement this however since Zenimax went a different route.
I honestly do see why it can be a frustrating ultimate. On my other characters it will annoy me that it's almost like some Sorcs wait for you to drop that Standard, or Nova or Veil so they can Negate it... I know I wait for those moments on my Sorc.
However the way I read it, maybe I read it wrong... long day at work, but I can drop my Negate and take away a Veil but then a DK can just run in and drop a Standard and because it was not on the ground when I dropped Negate... it won't be Negated... kind of kills the Ultimate really. I'll be testing it however in PTS when I can... I don't have my characters available this week since I'm NA but I can make a template copy of my Sorc and try things out. We'll see, if it's pointless now I'll just use Meteor and another ultimate like Barrier, War Horn or Dawnbreaker.
@istateresNo fix for the horse problems?
Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
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...
Problem is, DPS alone doesn't get a class into Trials. You need to be useful to the raid in general and the only really good buff we can offer now is with Atronach and that only affects 1 person.
Using a Dark Magic ability gives about 3% spell crit to the entire group for 20 seconds now.
Also, I disagree with you, DPS alone gets you into trials. That was the main reason why there were so many DKs there.
ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Blood Magic: Increased healing on both ranks of this ability to 4%/8% maximum health from 3%/5%.
- Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.
sabresandiego_ESO wrote: »pete5210b14_ESO wrote: »Blood Spawn gear got nerfed to 15 ultimate instead of 25...wow
Things that are too strong are getting balanced. This is a good thing. I am still trying to collect my blood spawn shoulders
xsorusb14_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.
6% flat damage reduction. Trying to make your post more informative.
I said and the damage decrease..I don't have to list a value since I said it was the only thing with the health increase worth a damn.
starkerealm wrote: »I suspect they want characters out hunting wildlife for food, to level crafting. But, yeah, I agree, 150g means we now have a world where a carrot is literally more valuable than a sword or armor. Which might make sense for a city under siege, but makes no sense for the general game world.
30g-50g would make some kind of sense. 150g is a lot crazier than it sounds at first glance.
ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Blood Magic: Increased healing on both ranks of this ability to 4%/8% maximum health from 3%/5%.
- Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.
Hello @ZOS_GinaBruno,
While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. Sorcerers are already short handed 2 spots on Spells whether they have pets or not. If they don't use Pets they are using Critical Surge + Inner Light or Radiant Magelight to make up for the loss in Pet DPS/Heals.
Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all.
My suggestion is simple and will stop all of the sorcerer complaints about healing.
Since Critical Surge is already setup for healing, leave everything else as it is in update 1.6.1 except for the change below.
Remove the Critical Strike requirement for the heal. Instead of 65% of Crit, change it to 50% of damage delt with minimum/maximum healing amounts. The lower the minimum heal = higher maximum heal. So if the minimum is 50, set the maximum at 500-600. Getting a 50 point heal every 1 second isn't going to help that much thus the need for a larger maximum heal. If the minimum is 100 set maximum to 350-450.
This would help balance out the Sorcerer with other classes.
Thanks
ZOS_GinaBruno wrote: »Sorcerer
- Dark Magic
- Blood Magic: Increased healing on both ranks of this ability to 4%/8% maximum health from 3%/5%.
- Surge: All ranks and morphs of this ability now provide healing when you land a critical strike. Also, the healing cooldown has been reduced to 0.25 seconds from 1 second.
Hello @ZOS_GinaBruno,
While these updates are a really good start to helping Sorcerers, I still feel they don't have equal healing that other classes have without having to use a Restoration Staff. Sorcerers are already short handed 2 spots on Spells whether they have pets or not. If they don't use Pets they are using Critical Surge + Inner Light or Radiant Magelight to make up for the loss in Pet DPS/Heals.
Since they are down to 3 castable spells for damage, to have to use another spot for a Restoration Staff ability for a heal IMO isn't a fair balance at all.
My suggestion is simple and will stop all of the sorcerer complaints about healing.
Since Critical Surge is already setup for healing, leave everything else as it is in update 1.6.1 except for the change below.
Remove the Critical Strike requirement for the heal. Instead of 65% of Crit, change it to 50% of damage delt with minimum/maximum healing amounts. The lower the minimum heal = higher maximum heal. So if the minimum is 50, set the maximum at 500-600. Getting a 50 point heal every 1 second isn't going to help that much thus the need for a larger maximum heal. If the minimum is 100 set maximum to 350-450.
This would help balance out the Sorcerer with other classes.
Thanks
ZOS_GinaBruno wrote: »Justice System
General
- Significantly reduced the value of green, blue, and purple quality stolen items.
....- The fence purchase is now the same as the value listed on stolen items.
- The cost to launder stolen items has now been significantly reduced, and will never exceed the overall value of the item.
Merlin13KAGL wrote: »@istateresNo fix for the horse problems?
Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
When you first log into a character, you have to go to the stable and select your horse from your collection, I believe. Then your capacity should reflect the upgrades.
Since the horse you had no live does not exist anymore (it got morphed), when you first log it, it seems you have no horse until you pick it up again.
Hope this helps. (It's what I had to do to get it to snap out of it.)
Merlin13KAGL wrote: »@istateresNo fix for the horse problems?
Am I the only one who's horse attributes of storage are not working? (i.e. my skill is +50, but none of that is adding to my bag capacity!)
When you first log into a character, you have to go to the stable and select your horse from your collection, I believe. Then your capacity should reflect the upgrades.
Since the horse you had no live does not exist anymore (it got morphed), when you first log it, it seems you have no horse until you pick it up again.
Hope this helps. (It's what I had to do to get it to snap out of it.)
While I appreciate the help, thats not the problem. I can ride my horse just fine, but my bag space is not augmented by the characters +50 horse space skill (or whatever its called).
Additionally, I lost 50 items from each of my characters accounts (PTS versus Live) because my horsemanship skill and the existance of a horse were not recognized on character loading. I normally have space for 140 items (90 characters 50 horse). On PTS, they all have 90 (50 items lost).
Am I really the only person with this issue? (Note, I did enter a bug ticket).