Maintenance for the week of November 11:
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• Xbox: NA and EU megaservers for patch maintenance – November 13, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – November 13, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

PTS Patch Notes v1.6.2

  • killedbyping
    killedbyping
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    Why the HELL Burning Spellweave set (from vet. City of Ash) give WEAPON crit instead of Spell Crit ?! It is Spell crit on live. This set obviously can only be used by SPELL casters.

    Also, WHY IN THE WORLD 5 item bonus on Soulshine and Burning Spellweave ARE SO WEAK compared to regular Spell power bonuses on any other set ?
    I mean they give somewher around 180-190 spell power, why regular bonuses (2-3-4) give 177 spell power.
    This 13 spell power difference not worth it at all. Specialy if you count that those 5 item bonuses are only give benefit under certain conditions , not all the time
  • Ageless
    Ageless
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    Main story, the Harborage 'quest'. When reaching the room with the table where the 5 companions gather, there's food on the table that has the "steal" label on it, but cannot be stolen. Not the pork, not the bananas, the grapes don't register as food.
    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.

  • Ageless
    Ageless
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    Ebonheart Pact, Stonefalls, Inner Sea Armature. When grouped, everyone in the group needs to kill the end boss (Zozuzetharus) or else for some this place's achievement won't be given. Aside from that, the respawn time of mr. Zozuzetharus is a bit steep. About 30 seconds.

    Cool new effects though, both in sound and animation. The Dwarven spiders now really creak and clunk when they walk around. I really like the new explosion animation on the Dwarven spheres. And the sound effects, especially of weapons in a closed environment of a cave like system, perfect.
    Edited by Ageless on February 12, 2015 10:08PM
    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.

  • Ageless
    Ageless
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    Cooking writ, initials. I managed to get the pork from the desk, but then cooked it before I went and showed all Danel Telleno what I found. So I then went out and killed a local bantam guar, which is an offense and anything taken from it is stolen. The quest however happily told me to go back to Danel with this stolen meat.

    Shouldn't it tell me to launder the meat first? Or get it in another non-illegal manner? I don't think Danel will want to be associated with cooking with stolen produce. :)
    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.

  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    meaglar wrote: »
    pppontus wrote: »

    I wasn't talking about live ffs. We're in a god damn thread about the PTS, what did you think? Sorc is the highest ranged DPS on the PTS, at least I haven't seen any RANGED pull anything higher of any class.

    Also 1,2K max on live on a Sorc is ***. You should be able to do that and take a nap at the same time tbh..

    I am not gonna comment on your PTS opinions.
    But for your comments about live;
    Enlight me please. How a sorcerer is doing 1,2k sustain (long term) DPS, yet taking a nap (means you claim they can go even more)? How come there is not a single video showing a sorcerer doin this? If you claim these are secrets of good players, which cannot be shared, or video prooved, no further comments...

    live is irrelevant. this is pts thread about pts feedback. go to the proper place if you want to debate about live.
    please dont enlighten him about live, this is not the place for that! seriously dude
    Edited by dylanjaygrobbelaarb16_ESO on February 13, 2015 4:08AM
  • Nightreaver
    Nightreaver
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    pppontus wrote: »
    You go fight the Mantikora and see if you can DPS constantly in melee.
    Ok, Ranged DPS has an advantage in THAT fight. It really doesn't tell us anything about the balance of the game.
    If the issue is balance then I'm much more interested in knowing:
    1) Over the course of a Dungeon/Trial how does DPS compare among classes?
    2) At the end of most boss encounters how does DPS compare among classes.
    ( Using several encounters, not just a couple specific fights that support one side or the other.
    3) What armor were the people doing DPS using? (I would expect someone in Light to have an advantage over someone in Heavy)
    4) How were attribute points distributed. ( I would expect someone with all points assigned to Magicka/Stamina to have an advantage over someone putting points into Health.
    pppontus wrote: »
    If melee wasn't higher DPS there would be no reason at all to be melee as you would overall do less DPS in every single fight as you have to move more and lose time where you can't hit the boss at all.
    If most encounters end with melee doing higher DPS then there is no reason at all to be Ranged.
    Melee DPS should be increased to the point where most encounters end with melee DPS equivalent to Ranged DPS with all other things being equal.
    Light armor should provide more DPS than Medium and Medium more than Heavy.
    Allocating attribute points to Stamina/Magicka should result in higher DPS than allocating points to Health.
    pppontus wrote: »
    Also, again, my point about Sorc being the highest ranged DPS is on the PTS.. as this is a discussion about PTS Patch Notes.
    Ranged DPS means nothing. When people are looking for someone to fill a DPS spot they are only interested in how much DPS you can achieve. They could care less about how you achieve it.


    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • Khivas_Carrick
    Khivas_Carrick
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    pppontus wrote: »
    You go fight the Mantikora and see if you can DPS constantly in melee.
    Ok, Ranged DPS has an advantage in THAT fight. It really doesn't tell us anything about the balance of the game.
    If the issue is balance then I'm much more interested in knowing:
    1) Over the course of a Dungeon/Trial how does DPS compare among classes?
    2) At the end of most boss encounters how does DPS compare among classes.
    ( Using several encounters, not just a couple specific fights that support one side or the other.
    3) What armor were the people doing DPS using? (I would expect someone in Light to have an advantage over someone in Heavy)
    4) How were attribute points distributed. ( I would expect someone with all points assigned to Magicka/Stamina to have an advantage over someone putting points into Health.
    pppontus wrote: »
    If melee wasn't higher DPS there would be no reason at all to be melee as you would overall do less DPS in every single fight as you have to move more and lose time where you can't hit the boss at all.
    If most encounters end with melee doing higher DPS then there is no reason at all to be Ranged.
    Melee DPS should be increased to the point where most encounters end with melee DPS equivalent to Ranged DPS with all other things being equal.
    Light armor should provide more DPS than Medium and Medium more than Heavy.
    Allocating attribute points to Stamina/Magicka should result in higher DPS than allocating points to Health.
    pppontus wrote: »
    Also, again, my point about Sorc being the highest ranged DPS is on the PTS.. as this is a discussion about PTS Patch Notes.
    Ranged DPS means nothing. When people are looking for someone to fill a DPS spot they are only interested in how much DPS you can achieve. They could care less about how you achieve it.


    This isn't your garden variety mmo bud, the lighter the armor past heavy does not increase your dps anymore. Hell even WoW stopped doing that, same with swtor. Here in ESO heavy means tank, medium means melee, and light means ranged, most of the time, but even without the common archetypes, range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.

    Sorry to say, but both are equal. This goes beyond just numbers.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Fayaburn
    Fayaburn
    ✭✭✭
    pppontus wrote: »
    You go fight the Mantikora and see if you can DPS constantly in melee.
    Ok, Ranged DPS has an advantage in THAT fight. It really doesn't tell us anything about the balance of the game.
    If the issue is balance then I'm much more interested in knowing:
    1) Over the course of a Dungeon/Trial how does DPS compare among classes?
    2) At the end of most boss encounters how does DPS compare among classes.
    ( Using several encounters, not just a couple specific fights that support one side or the other.
    3) What armor were the people doing DPS using? (I would expect someone in Light to have an advantage over someone in Heavy)
    4) How were attribute points distributed. ( I would expect someone with all points assigned to Magicka/Stamina to have an advantage over someone putting points into Health.
    pppontus wrote: »
    If melee wasn't higher DPS there would be no reason at all to be melee as you would overall do less DPS in every single fight as you have to move more and lose time where you can't hit the boss at all.
    If most encounters end with melee doing higher DPS then there is no reason at all to be Ranged.
    Melee DPS should be increased to the point where most encounters end with melee DPS equivalent to Ranged DPS with all other things being equal.
    Light armor should provide more DPS than Medium and Medium more than Heavy.
    Allocating attribute points to Stamina/Magicka should result in higher DPS than allocating points to Health.
    pppontus wrote: »
    Also, again, my point about Sorc being the highest ranged DPS is on the PTS.. as this is a discussion about PTS Patch Notes.
    Ranged DPS means nothing. When people are looking for someone to fill a DPS spot they are only interested in how much DPS you can achieve. They could care less about how you achieve it.


    This isn't your garden variety mmo bud, the lighter the armor past heavy does not increase your dps anymore. Hell even WoW stopped doing that, same with swtor. Here in ESO heavy means tank, medium means melee, and light means ranged, most of the time, but even without the common archetypes, range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.

    Sorry to say, but both are equal. This goes beyond just numbers.

    How about melee and range produce same DPS overall but range is much more squishy ? That would be pretty fair imho.
    Altef Quatre - v14 Breton Sorcerer
    Melina Dagda - v14 Dunmer Dragonknight
  • meaglar
    meaglar
    ✭✭

    live is irrelevant. this is pts thread about pts feedback. go to the proper place if you want to debate about live.
    please dont enlighten him about live, this is not the place for that! seriously dude

    This is a place for discussion. Discussion, by any means, depends on unlimited thesis, to try to reach to a synthesis. It is not logical to call "irrelevant, do not answer" on what we discuss for 2 reasons:

    1- discussion is a collection of many thesis as I said before, where it would not be possible to limit them, as far as they are connected, or you will connect by any means.
    2- how can you find it irrelevant or missplaced, talking about WW-1, where you actually discuss WW-2?

    Anyways, I am glad my respondent was aware of these, unlike your self.

  • daemonios
    daemonios
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    ✭✭✭✭✭
    Fayaburn wrote: »
    pppontus wrote: »
    You go fight the Mantikora and see if you can DPS constantly in melee.
    Ok, Ranged DPS has an advantage in THAT fight. It really doesn't tell us anything about the balance of the game.
    If the issue is balance then I'm much more interested in knowing:
    1) Over the course of a Dungeon/Trial how does DPS compare among classes?
    2) At the end of most boss encounters how does DPS compare among classes.
    ( Using several encounters, not just a couple specific fights that support one side or the other.
    3) What armor were the people doing DPS using? (I would expect someone in Light to have an advantage over someone in Heavy)
    4) How were attribute points distributed. ( I would expect someone with all points assigned to Magicka/Stamina to have an advantage over someone putting points into Health.
    pppontus wrote: »
    If melee wasn't higher DPS there would be no reason at all to be melee as you would overall do less DPS in every single fight as you have to move more and lose time where you can't hit the boss at all.
    If most encounters end with melee doing higher DPS then there is no reason at all to be Ranged.
    Melee DPS should be increased to the point where most encounters end with melee DPS equivalent to Ranged DPS with all other things being equal.
    Light armor should provide more DPS than Medium and Medium more than Heavy.
    Allocating attribute points to Stamina/Magicka should result in higher DPS than allocating points to Health.
    pppontus wrote: »
    Also, again, my point about Sorc being the highest ranged DPS is on the PTS.. as this is a discussion about PTS Patch Notes.
    Ranged DPS means nothing. When people are looking for someone to fill a DPS spot they are only interested in how much DPS you can achieve. They could care less about how you achieve it.


    This isn't your garden variety mmo bud, the lighter the armor past heavy does not increase your dps anymore. Hell even WoW stopped doing that, same with swtor. Here in ESO heavy means tank, medium means melee, and light means ranged, most of the time, but even without the common archetypes, range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.

    Sorry to say, but both are equal. This goes beyond just numbers.

    How about melee and range produce same DPS overall but range is much more squishy ? That would be pretty fair imho.

    Exactly! If a melee player has to dodge and block so much and still does the same DPS as a ranged player, then that must mean they do more damage *per hit*. But in the end, things should balance out.

    I simply can't believe people are still justifying that for some obscure reason during a minutes-long boss fight ranged players should be less powerful than melee. Because less powerful simply means less useful in end-game PvE, and it's already a fact that trials are heavily dominated by DK's as it is.
  • pppontus
    pppontus
    ✭✭✭✭✭
    daemonios wrote: »
    Fayaburn wrote: »
    pppontus wrote: »
    You go fight the Mantikora and see if you can DPS constantly in melee.
    Ok, Ranged DPS has an advantage in THAT fight. It really doesn't tell us anything about the balance of the game.
    If the issue is balance then I'm much more interested in knowing:
    1) Over the course of a Dungeon/Trial how does DPS compare among classes?
    2) At the end of most boss encounters how does DPS compare among classes.
    ( Using several encounters, not just a couple specific fights that support one side or the other.
    3) What armor were the people doing DPS using? (I would expect someone in Light to have an advantage over someone in Heavy)
    4) How were attribute points distributed. ( I would expect someone with all points assigned to Magicka/Stamina to have an advantage over someone putting points into Health.
    pppontus wrote: »
    If melee wasn't higher DPS there would be no reason at all to be melee as you would overall do less DPS in every single fight as you have to move more and lose time where you can't hit the boss at all.
    If most encounters end with melee doing higher DPS then there is no reason at all to be Ranged.
    Melee DPS should be increased to the point where most encounters end with melee DPS equivalent to Ranged DPS with all other things being equal.
    Light armor should provide more DPS than Medium and Medium more than Heavy.
    Allocating attribute points to Stamina/Magicka should result in higher DPS than allocating points to Health.
    pppontus wrote: »
    Also, again, my point about Sorc being the highest ranged DPS is on the PTS.. as this is a discussion about PTS Patch Notes.
    Ranged DPS means nothing. When people are looking for someone to fill a DPS spot they are only interested in how much DPS you can achieve. They could care less about how you achieve it.


    This isn't your garden variety mmo bud, the lighter the armor past heavy does not increase your dps anymore. Hell even WoW stopped doing that, same with swtor. Here in ESO heavy means tank, medium means melee, and light means ranged, most of the time, but even without the common archetypes, range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.

    Sorry to say, but both are equal. This goes beyond just numbers.

    How about melee and range produce same DPS overall but range is much more squishy ? That would be pretty fair imho.

    Exactly! If a melee player has to dodge and block so much and still does the same DPS as a ranged player, then that must mean they do more damage *per hit*. But in the end, things should balance out.

    I simply can't believe people are still justifying that for some obscure reason during a minutes-long boss fight ranged players should be less powerful than melee. Because less powerful simply means less useful in end-game PvE, and it's already a fact that trials are heavily dominated by DK's as it is.

    I can assure you we'll see a lot less melee in most groups in 1.6 as everything hits much harder, hence it is a lot more dangerous to be in melee as many bosses will oneshot you. On some bosses it'll pretty much be forbidden to go in melee unless you're the tank :)

    For a detailed description on range vs. melee see here: http://forums.elderscrollsonline.com/discussion/comment/1555536/#Comment_1555536

    If you want to comment on that, please do it in that thread as I can't continue having this discussion in several different places. :smiley:
    Edited by pppontus on February 13, 2015 9:34AM
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
    ✭✭✭✭
    PlagueMonk wrote: »
    (failed to record #) Assassination passive, Master Assassin stun +100% is not working. With this passive and attacking from stealth with ambush I should be stunning for 2 secs. Doesn't work, never has.
    .

    You don't seem to understand how this passive works... It doesn't increase the duration from stuns while you are Hidden. It increases the initial stun duration from your Sneak Attacks.

    When you are using Ambush as an opener you overwrite the stun from the Sneak Attack and loose the benefits from this passive. On the otherhand, using it with a heavy attack or with a Snipe will show a noticable increased stun duration.

    Edited by Brasseurfb16_ESO on February 13, 2015 12:39PM
  • Joy_Division
    Joy_Division
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    I don't know why I am bothering to mention this since you only "fix" stuff we don't ask, but Burning Spellweave armor from City of Ash "improvement" or "game-balance" or whatever it is you are claiming to do for 1.6 is terrible. Weapon critical on a light armor set? Do you know how many times I ran that dungeon just to get a full set that I wanted to use? Thank you for wasting my time.
    Edited by Joy_Division on February 13, 2015 3:52PM
  • Ageless
    Ageless
    ✭✭✭
    I'm grouped with my partner. We're temporarily doing things for ourselves. She's the leader. Now, every half hour or so, when I enter a location or leave (it needs a door and some loading time), I get the Travel to Leader question thrown at me. Last night when I was leader, she would get this box up every half hour to an hour.
    exvjugx0tcp3.jpg
    It's not something the leader activates. Shouldn't it be something the leader activates?

    To be honest, if we're both in the same city, it's a tad tedious as when you do travel to leader, you end up possibly even further away at the nearest wayshrine.
    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.

  • Nightreaver
    Nightreaver
    ✭✭✭✭
    This isn't your garden variety mmo bud, the lighter the armor past heavy does not increase your dps anymore. Hell even WoW stopped doing that, same with swtor. Here in ESO heavy means tank, medium means melee, and light means ranged, most of the time, but even without the common archetypes, range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.

    Sorry to say, but both are equal. This goes beyond just numbers.

    I actually had to check twice to see who wrote that. I would have expected a better from you. I mean if you look at the passives for Light and Heavy, how can you even pretend that is true.

    Let's look at the differences

    Heavy Armor
    4x the armor rating of Light Armor - improved defense and survivability
    4x the Spell resistance of Light Armor - improved defense and survivability
    Immovable: increases armor and Spell resistance - improved defense and survivability
    Resolve: increases armor and spell resistance - improved defense and survivability
    Constitution: increases health regen - more health = better survivability
    Juggernaut: increases health - more health = better survivability
    Bracing: decreases Stamina cost of blocking - less Stamina cost = more blocking = improved survivability
    Rapid Mending: increases healing received - more health = better survivability

    Heavy armor undeniably has the advantage in defense and survivability over Light while providing nothing in the way to increase DPS

    Light Armor
    Annulment - Spell Damage Shield - less spell damage = improved survivability
    Evocation - Reduces cost of Magicka spells - less Magicka cost = more spells that can be cast = more damage
    Recovery - Increases Magicka regen - More Magicka = more spells that can be cast = more damage
    Spell Warding - Increases Spell resistance - less spell damage = improved survivability
    Prodigy - Increases Spell Crit chance - 10% increase in spell crit = 5% increase in spell damage
    Concentration - 75% chance to reduce spell resistance of Target - lower spell resistance of target = higher damage from Caster

    Light armor most certainly has the advantage in providing greater DPS over Heavy while having no passives to increase survivability
    Here in ESO heavy means tank, medium means melee, and light means ranged

    Once again, the Holy Trinity of MMOs consists of Tanking, Healing and DPS. People create builds with the goal of being able to fill at least one of the roles in mind. In ESO heavy means Tank, light means DPS and Medium is cross between the two offering both survivability and DPS but not to as great an extent of either. That should be obvious just by reading the descriptions of the armor passives. There is nothing in the Light armor passives that indicate they are intended specifically for ranged.
    range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.
    For which melee should be compensated in the form of greater DPS.....
    But only to the point where encounters end with melee DPS matching Ranged. If most encounters are ending with melee DPS exceeding ranged DPS then either they have been overcompensated for it or the risk really wasn't that great.

    AND if melee is assigning more attribute points to health and/or wearing medium/heavy armor for better survivability then those with more attribute points assigned to Magicka/Stamina and/or wearing Light armor should be doing even greater damage.

    Putting less points in Health and only wearing Light armor should be considered as high risk, high reward.
    Edited by Nightreaver on February 13, 2015 5:58PM
    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • angelyn
    angelyn
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    range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.
    For which melee should be compensated in the form of greater DPS.....
    But only to the point where encounters end with melee DPS matching Ranged. If most encounters are ending with melee DPS exceeding ranged DPS then either they have been overcompensated for it or the risk really wasn't that great.

    AND if melee is assigning more attribute points to health and/or wearing medium/heavy armor for better survivability then those with more attribute points assigned to Magicka/Stamina and/or wearing Light armor should be doing even greater damage.

    Putting less points in Health and only wearing Light armor should be considered as high risk, high reward.

    @Nightreaver I agree with your logic here.However, I will go a step further and say I don't think that with any class/weapon possibly having both close and long range distance skills, that ZOS can determine accurately who is ranged and who is melee so they shouldn't be basing stats on it, because they can't do it fairly with the game as it currently is.Under popular logic, people would assume that I am ranged due to being a sorcerer,wearing light armour and equipping a destruction staff. However, I spend most time in melee distance since that is how I AOE, which is what I've fed back inthis thread.
    Edited by angelyn on February 13, 2015 6:14PM
  • prototypefb
    prototypefb
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    angelyn wrote: »
    range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.
    For which melee should be compensated in the form of greater DPS.....
    But only to the point where encounters end with melee DPS matching Ranged. If most encounters are ending with melee DPS exceeding ranged DPS then either they have been overcompensated for it or the risk really wasn't that great.

    AND if melee is assigning more attribute points to health and/or wearing medium/heavy armor for better survivability then those with more attribute points assigned to Magicka/Stamina and/or wearing Light armor should be doing even greater damage.

    Putting less points in Health and only wearing Light armor should be considered as high risk, high reward.

    @Nightreaver I agree with your logic here.However, I will go a step further and say I don't think that with any class/weapon possibly having both close and long range distance skills, that ZOS can determine accurately who is ranged and who is melee so they shouldn't be basing stats on it, because they can't do it fairly with the game as it currently is.Under popular logic, people would assume that I am ranged due to being a sorcerer,wearing light armour and equipping a destruction staff. However, I spend most time in melee distance since that is how I AOE, which is what I've fed back inthis thread.

    and you still have your protection - annulment, aoe is a high risk, high reward spell, you can't just barge in masses of mobs and expect to wipe them without some skill(on 1.6 that is), you have to buff up/beef up/shield up etc to be able to do it. armor still hard caps at max 50%, to reach it you have to specialize a lot into it, average heavy armor player will get about 30% ish dmg reduction(non blocking) vs 10% ish light armor, which is fair enough.
    You have a choice go near target or use different aoe from distance,higher risk vs increaed safety/options, you get to choose, you can still aoe from nearby just face lot more challenge doing it.
    This will encourage different playstyles/diversity in groups.
  • angelyn
    angelyn
    ✭✭✭✭
    angelyn wrote: »
    range should equal less damage but more range and mobility and cc, while melee equates to high risk high reward.
    For which melee should be compensated in the form of greater DPS.....
    But only to the point where encounters end with melee DPS matching Ranged. If most encounters are ending with melee DPS exceeding ranged DPS then either they have been overcompensated for it or the risk really wasn't that great.

    AND if melee is assigning more attribute points to health and/or wearing medium/heavy armor for better survivability then those with more attribute points assigned to Magicka/Stamina and/or wearing Light armor should be doing even greater damage.

    Putting less points in Health and only wearing Light armor should be considered as high risk, high reward.

    @Nightreaver I agree with your logic here.However, I will go a step further and say I don't think that with any class/weapon possibly having both close and long range distance skills, that ZOS can determine accurately who is ranged and who is melee so they shouldn't be basing stats on it, because they can't do it fairly with the game as it currently is.Under popular logic, people would assume that I am ranged due to being a sorcerer,wearing light armour and equipping a destruction staff. However, I spend most time in melee distance since that is how I AOE, which is what I've fed back inthis thread.

    and you still have your protection - annulment, aoe is a high risk, high reward spell, you can't just barge in masses of mobs and expect to wipe them without some skill(on 1.6 that is), you have to buff up/beef up/shield up etc to be able to do it. armor still hard caps at max 50%, to reach it you have to specialize a lot into it, average heavy armor player will get about 30% ish dmg reduction(non blocking) vs 10% ish light armor, which is fair enough.
    You have a choice go near target or use different aoe from distance,higher risk vs increaed safety/options, you get to choose, you can still aoe from nearby just face lot more challenge doing it.
    This will encourage different playstyles/diversity in groups.

    That's a fair point that each armour type has its own reward tree. However every single player has access to both close and ranged skills, be it in class/weapon/guild etc. Ie if you are x class you have only close skills and can only equip a weapon that has close skills only.

    So until ZOS take that choice away they can't base stats on being "ranged" or "melee",since anyone could be either and it isn't a fair way to implement a system if you can't accurately divide the players into two groups.

    Edited by angelyn on February 13, 2015 8:04PM
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    It's like arguing with a brick wall here. I understand that playing in light armour with spells leaves you rather open in terms of damage, yes your spells don't hit quite as hard, but you guys still overlook the fact that you attack faster, possess superior defensive resource management, i.e you don't use stamina to dodge and block or sprint to not die AND then attack. You guys get vastly stronger shields, healing spells, and evasion, and a better option to attack from range beyond a bow.

    Plus those skills that are usable at melee? PvP skills hoss, it's meant to be used as a trap and/or getaway move, not much else, so don't bring that argument in here.

    In fact all in seeing are some salty players who were previously super strong and ahead of everybody else complaining that things are now balanced out.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Faunter
    Faunter
    ✭✭✭✭✭
    Chufu wrote: »
    Oh and what about this one:
    Potions of Weapon Power no longer include inappropriate text. LOLOL.
    Does anyone know how they were called before?
    I want to know also. What was the inappropriate text? Does anyone know?
  • Ageless
    Ageless
    ✭✭✭
    Faunter wrote: »
    I want to know also. What was the inappropriate text? Does anyone know?
    As far as I can remember from the other thread, there were mentions of LOLOL in texts.
    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.

  • Nightreaver
    Nightreaver
    ✭✭✭✭
    It's like arguing with a brick wall here. I understand that playing in light armour with spells leaves you rather open in terms of damage, yes your spells don't hit quite as hard, but you guys still overlook the fact that you attack faster, possess superior defensive resource management, i.e you don't use stamina to dodge and block or sprint to not die AND then attack. You guys get vastly stronger shields, healing spells, and evasion, and a better option to attack from range beyond a bow.

    Plus those skills that are usable at melee? PvP skills hoss, it's meant to be used as a trap and/or getaway move, not much else, so don't bring that argument in here.

    In fact all in seeing are some salty players who were previously super strong and ahead of everybody else complaining that things are now balanced out.
    Ok, so as one brick wall to another

    We attack faster? Speaking as the only class without an instant cast spammable attack who is this "you guys" you speak of?

    We don't use stamina to dodge or block or sprint? Ok, what do we use to achieve those tasks instead of Stamina?

    Vastly stronger heals? That coming from a Templar? Now I know your kidding.

    Better range than a Bow? What Sorcerer ability provides greater range than a bow?

    Evasion skills? What evasion skill do Sorcerers get?

    Better defense resource management? Yes, at the cost of lower defense and survivability due to less armor, spell resist and health.

    If you're in melee then I imagine you will be wearing Medium/Heavy armor with attributes assigned to Health. Both of which would lower your DPS when compared to someone in Light armor with attribute points assigned to Magicka/Stamina. If you're in Light armor with attribute points assigned to Stamina/Magicka then yes, I absolutely agree you should be doing more DPS overall.

    This has nothing to do with any previous state of the game nor was it meant as a complaint. My response was simply meant to correct your claims that Light armor does not increase DPS.

    Balance? How can you call it balanced if one form of DPS is always superior to another? If ranged is consistently providing better DPS then melee DPS needs to be buffed to compensate but if melee is consistently on top then they have clearly been overcompensated.

    If you feel that melee should be further compensated for the additional risk they take then I feel anyone in Light armor who assign attribute points to Magicka/Stamina be given the compensation for the additional risk they take.

    As far as that goes I have yet to see anything anywhere that supports that it is now balanced. Still waiting for someone to post test results comparing DPS between classes under the same constraints and conditions.

    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • Ageless
    Ageless
    ✭✭✭
    Millenith in Davon's Watch is supposed to give me the blacksmithing certificate, and I've now constructed several daggers but she's not reacting. I cannot talk to her, she's not coming into the blacksmith building, instead standing outside at the steps.

    Edit: I logged off and back on. Now she's back at the blacksmith and telling me to go craft more daggers.

    Edit2: Why is she constantly running away and back to the blacksmith, clothing or wood station? She tells me she meets me at the woodworking station, but she was already there. Then when I refine the wood, she apparently runs away. Same at the clothing station, tells me to refine the Jute, I do that, turn around and she comes running back from the direction of the Mages guild. Why when she's already at these stations does she need to tell us she'll meet us at said station, then runs away to run back again?
    Edited by Ageless on February 13, 2015 10:21PM
    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.

  • OtarTheMad
    OtarTheMad
    ✭✭✭✭✭
    ✭✭
    ZOS if you're going to nerf damage shields then you really need to make it possible for Alliance Rank to be an account-wide thing based on what faction your in (All your AD players are the same rank, all the EP players you may also have are a different rank etc.)

    I'd love to play my medium build DK more now but he is only rank 13 or so in PvP... I wasted a lot of time leveling my Sorc to Rank 23 (almost 24) and now it just seems you might make us the farmed class for quick kills. Just sayin'... be nice.
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    It's like arguing with a brick wall here. I understand that playing in light armour with spells leaves you rather open in terms of damage, yes your spells don't hit quite as hard, but you guys still overlook the fact that you attack faster, possess superior defensive resource management, i.e you don't use stamina to dodge and block or sprint to not die AND then attack. You guys get vastly stronger shields, healing spells, and evasion, and a better option to attack from range beyond a bow.

    Plus those skills that are usable at melee? PvP skills hoss, it's meant to be used as a trap and/or getaway move, not much else, so don't bring that argument in here.

    In fact all in seeing are some salty players who were previously super strong and ahead of everybody else complaining that things are now balanced out.
    Ok, so as one brick wall to another

    We attack faster? Speaking as the only class without an instant cast spammable attack who is this "you guys" you speak of?

    We don't use stamina to dodge or block or sprint? Ok, what do we use to achieve those tasks instead of Stamina?

    Vastly stronger heals? That coming from a Templar? Now I know your kidding.

    Better range than a Bow? What Sorcerer ability provides greater range than a bow?

    Evasion skills? What evasion skill do Sorcerers get?

    Better defense resource management? Yes, at the cost of lower defense and survivability due to less armor, spell resist and health.

    If you're in melee then I imagine you will be wearing Medium/Heavy armor with attributes assigned to Health. Both of which would lower your DPS when compared to someone in Light armor with attribute points assigned to Magicka/Stamina. If you're in Light armor with attribute points assigned to Stamina/Magicka then yes, I absolutely agree you should be doing more DPS overall.

    This has nothing to do with any previous state of the game nor was it meant as a complaint. My response was simply meant to correct your claims that Light armor does not increase DPS.

    Balance? How can you call it balanced if one form of DPS is always superior to another? If ranged is consistently providing better DPS then melee DPS needs to be buffed to compensate but if melee is consistently on top then they have clearly been overcompensated.

    If you feel that melee should be further compensated for the additional risk they take then I feel anyone in Light armor who assign attribute points to Magicka/Stamina be given the compensation for the additional risk they take.

    As far as that goes I have yet to see anything anywhere that supports that it is now balanced. Still waiting for someone to post test results comparing DPS between classes under the same constraints and conditions.

    You misunderstand. You can use your stamina freely without fear of running out of an attack resource. As a caster, not even sorc, but just a caster period, you have an instant cast, fast animation attack that can leave multiple effects on an enemy on top of whatever it is your class does. And every DPS, including ranged, has points in HP, and the fact you don't shows that you know jack about this game as literally every class and role puts points forward into HP.

    Also, iirc, I don't remember saying *** about Sorcerers but casters in general, which implies you have a vibe to pick with ZoS, not me, but since you started this, I might as well remind you that as a sorc you have the best evasionary skill in the game in the firm of bolt escape.

    And a caster with a restore staff definitely gets better heals than any stamina build using a healing spell, even a Templar.

    [Moderator Note: Edited per our rules on Rude and Insulting Comments.
    Edited by ZOS_PierreL on February 14, 2015 11:53AM
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    Btw I'm extra crabby today so don't take anything personally as I'm sure you're a well built and skillful player. I just happen to vehemently disagree with your notions and bone picking at the moment on q day that is extremely stressful
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Nightreaver
    Nightreaver
    ✭✭✭✭
    so stfu and sit down ya scrub before you embarrass yourself further
    Gotta love how children resort to swearing and name calling when they get caught not having a clue what they're talking about. If you need to take a time out to have a good cry, then that's ok.
    every DPS, including ranged, has points in HP, and the fact you don't shows that you know jack about this game as literally every class and role puts points forward into HP.
    Currently on Live I have all my attribute points assigned to Health, have since Beta. However on PTS I am having better luck with less Health and more points into Magicka to increase the size of my shield. But hey, I guess you know jack so you're the expert.
    And as far as not knowing jack.... remember this whole conversation began with you not knowing that Light armor increases DPS(Hint: it does) and your claim that Heavy armor is intended for Tanking (agreed) while Light armor is intended for ranged(It isn't, it's intended for DPS). So perhaps you should spend some time getting better acquainted with jack.
    Also, iirc, I don't remember saying *** about Sorcerers but casters in general
    You also didn't specify melee being Stamina or DPS Casters being required to use Resto staffs and yet in your response you claim both to be the case.
    True, you made a general statement which included Sorcerers. You make these broad sweeping statements to make it sound like they are available to all ranged. The purpose of my response was to show that they don't.

    We all get that there are advantages to being Ranged and melee should be compensated for it. But not to the point where ranged damage becomes irrelevant.
    And a caster with a restore staff definitely gets better heals than any stamina build using a healing spell, even a Templar
    Umm, wait, didn't you just say this was about casters in general and not about specific melee builds vs. specific DPS caster builds?

    Bottom line is that you haven't proved you are any more knowledgeable, just more immature when conversations don't go your way.
    If they ever create a Legendary recipe it better contain bacon as one of the ingredients. I'm just sayin'.
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    I have proven more than enough my point to you and you continue to take your anger out on me. If I had a keyboard and not a touch screen is go into detail to tell you why you need to calm your fits and look at a bigger picture and the exact details of what I'm trying to tell you.

    But you might still get mad anyway and call me names and things because you can't handle the fact that you need to play the game with skill instead of using 2, maaayyybe 3 buttons to kill things now

    As my final statement on this subject as we obviously choose to agree to disagree, Magicka is even with melee in terms of damage in PvE and PvP, it's all in how you play. Sorcs need since love, which if the rumors are true is coming your way. Also there's a bug where melee weapons increase your spell damage. Or rather in hoping it's a bug because that's just silly, but we'll see.

    [Moderator Note: Edited per our rules on Rude and Insulting Comments.
    Edited by ZOS_PierreL on February 14, 2015 11:42AM
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Fayaburn
    Fayaburn
    ✭✭✭
    *snip*

    I love it when I face nicely structured and well constructed arguments.

    [Moderator Note: Quote edited]
    Edited by ZOS_PierreL on February 14, 2015 11:42AM
    Altef Quatre - v14 Breton Sorcerer
    Melina Dagda - v14 Dunmer Dragonknight
  • Frenkthevile
    Frenkthevile
    ✭✭✭✭
    Siluen wrote: »
    Reduced the number of entrances to Outlaws Refuges based on your feedback. There is now one entrance outside the city, and one inside the city limits.

    ... I will find the person that gave this feedback, stab them, and will do my best to still find a refuge.

    (I do not like this change)

    Yeah, why they did this? it was cool and logical to have multiple entrances! Please leave them as they are!
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