The maintenance is complete and the PTS is now back online. The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test!
The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 15:
• [COMPLETE] ESO Store and Account System for maintenance – April 16, 8:00AM EDT (12:00 UTC) - 6:00PM EDT (22:00 UTC)

PTS Patch Notes v1.6.3

  • Morvul
    Morvul
    ✭✭✭✭✭
    Sorcerers are in dire need of buffs.
    However, whenever ZoS decides to give them a 1-2% buff in one area, it seems to, in their eyes, require a 5% nerf in another are...

    So far, every 1.6 patch iteration has reduced the effectiveness of sorcs...
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    We were making sooo many suggestions, so many discussions and nothing of that made it into a patch.

    I don't get it. I'm sad :(
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.
  • DeLindsay
    DeLindsay
    ✭✭✭✭✭
    At this point I'm pretty sure all the well thought out posts of good ideas on how to properly balance the game and add value to it like many of us have posted end up getting printed by a ZoS Mod (the only ones who read them) then taped to the wall in the Devs room where they proceed to throw darts at them while laughing hysterically.

    The posts, feedback, reddit complaints that cry the loudest and demand horrible changes that actually make the game worse are likely the only ones they listen too. But hey, Eric Wrobel said they like where Sorcs are at right now so the Players must all be wrong ;)
  • Exstazik
    Exstazik
    ✭✭✭✭
    It's like " In at one ear and out at the other".
  • Lionxoft
    Lionxoft
    ✭✭✭✭✭
    Sypher wrote: »
    The Unchained Nerf was very necessary.

    It wasn't the right nerf though. It should have been modification of the cost reduction percentage but instead it is a duration change.

    Since some folks think I'm a comedian I'll explain a bit further.

    Instead of decreasing the duration of the effect which probably initiates at the beginning of the lengthy break free animation a subtraction of the cost reduction it provides would have sufficed better. There's not much you can do in 1.5s or 2s.

    I would have rather seen the passive read 30% cost reduction on stamina abilities for 6 seconds. Something around that would have been a better nerf but with the buggy break free animation. The nerf we have been provided makes the 360 point passive kind of useless since it is dependant on an often bugged animation and requires abilities to be cast immediately after the break free which isn't always beneficial or appropriate.
    • A sorc cc's you->you break->blinks away out of range. Unchained passive negated.
    • A NB cc's you->you break->vanish (if it works LOLOL)-> Unchained passive negated.
    • A DK uses petrify unbreakable chained cc rotation->Oh wait... can't break that stuff.->Unchained passive negated.

    Just seems to me that there are better nerf options for this expensive passive. It's easily negated.
    Edited by Lionxoft on February 17, 2015 10:58PM
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Drazhar14 wrote: »
    Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.

    Please change this back. The new passive only hurts stamina builds. The Storm Calling line is the most used one for stamina builds, so the reduced spell cost really helped since stamina builds have limited magic. The spell power bonus is useless to us.

    I Prefer an increase to damage over cost reduction. The problem with this is, is that the increase is too tiny. If it was a bit higher, it would be great. This is a good idea for this passive. But it is too underwhelming.
    Edited by Dracane on February 17, 2015 10:16PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.
  • prototypefb
    prototypefb
    ✭✭✭✭
    Erock25 wrote: »
    Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.

    This! ^^^

    ZOS... I'm guessing we have maybe one more patch before 1.6 goes live? PLEASE PLEASE PLEASE.... engage with us... pick a small handful of constructive Sorcs and lets have a quick chat over TS and chuck a few ideas around. Its SO easy to solve all of these issues with just 3 or 4 simple & realistic changes!

    We don't want to be OP... we just want the class to not be at the bottom of every pile in PvE. On Friday in ESO liveEric Wrobel acknowledged that you had seen there was a problem... PLEASE let us help you fix it!

    where exactly do you see such a big problem?
    most of critical things concerning sorc got addressed in this patch and before that(e.g. dmg shield crits, therefore heals from surge)
    there might be few issues left but nothing major to cry about, sorc will remain a force to reckon with.
    few OP skills were toned down(surge, negate) few got toned up, some adjustments made in passives.
    Sorc can at least effectively defend themselves, try NB(no major dmg shield, no heals whatsoever if opponent got dmg shield), NB supposed defense - cloak is bugged xD
  • Attorneyatlawl
    Attorneyatlawl
    ✭✭✭✭✭
    ✭✭✭
    xaraan wrote: »
    Erock25 wrote: »
    Sorcerer
    • Daedric Summoning
      • Rebate: Fixed an issue where this ability was not restoring Magicka when a Daedric pet was de-summoned or died.
    • Dark Magic
      • Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
    • Storm Calling
      • Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
      • Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
      • Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
      • Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
      • Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks.
      • Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields.

    Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.

    Those are not nerfs across the board. Lightning Splash just got better. Expert Mage just got better. Surge not triggering when someone had a shield up got fixed. Only overload got nerfed a bit.

    I agree, not seeing the "across-the-board sorc nerf" here... the only negative change there was a small cost increase for a few stormcalling abilities, but we gained a few percent damage with spells in exchange. The rest was all gains (and for magicka sorcs, that already was a gain... for stamina builds it's a small hit, but the amount in question isn't that jawdropping anyway), except overload looking like it'll lose 8% of its bonus damage amount (4% vs 12%) for its own attacks when activated. Considering how hard it hits and its other benefits, I'm hardly concerned ;). And surge being able to proc off of attacks against bubbles is an important buff.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Fizzonance
    Fizzonance
    ✭✭✭
    This:
    Gyudan wrote: »
    I don't foresee any use for a sorcerers in endgame PVE content at this point. In 1.5 they compose about 15% of the leaderboards for trials and DS Arena. In 1.6 they will disappear altogether.

    And this:
    We don't want to be OP... we just want the class to not be at the bottom of every pile in PvE. On Friday in ESO live Eric Wrobel acknowledged that you had seen there was a problem... PLEASE let us help you fix it!

    It is fully understandable that balancing a game for both low-level, endgame, PvP and PvE isn't a walk in the park. But please developers! Consider @Gyudan 's post above as this is likely to happen.

    There is a dire need of changes. I was happy to hear the upcoming changes to Expert Mage passive last Friday during ESO Live but honestly, I was expecting a +2/4% (depending on 1 or 2 invested SPs) per each slotted Sorcerer Ability.

    I love my Sorcerer as he have been my main since early-access with a tremendous amount of hours of game time. I won't give up Sorcerer, but we NEED changes. Please hear everyone out here, and consider implementing changes to endgame PvE that doesn't render us too effective in PvP.

    It has to be possible...
    ▇ ▅ █ ▅ ▇ ▂ ▃ ▁ Fizzonance ▁ ▅ ▃ ▅ ▅ ▄ ▅ ▇
    Spellunker - Dunmeri Sorcerer - Ebonheart Pact - [EU]
    Aska Mahdavi - Khajiiti Nightblade - Aldmeri Dominion - [EU]
    https://twitter.com/fizzonance
    http://mesmerizingtamriel.blogspot.com/
    http://fizzonance.tumblr.com/
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    Alcast wrote: »
    rophez_ESO wrote: »
    Rydik wrote: »
    Mountain's Blessing: This passive ability now grants only one Ultimate every six seconds.
    One more "joke" passive ability, thx =\

    DK nerfs keep rolling in. Everyone I know is prepping a Templar alt for 1.6.


    About time to nerf DKs.

    No, it is about time to increase the other classes to the level of DK's and then provide content that we can't just breeze through, which would be a more worthy goal.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • CP5
    CP5
    ✭✭✭✭✭
    ✭✭
    I don't like self promoting but the thread I've recently put together has a lot of interesting ideas from a large number of people on the forums that could make sorcerer's better with the patch. I won't say just how these changes will hit the class until they are tested but it doesn't look good.
  • Circuitous
    Circuitous
    ✭✭✭✭✭
    So it seems they're hitting ultimate gains really hard with these passive changes. Ultimates are going to be few and far between. Will there be a power boost to go along with it? It's a heck of a change to the meta.

    As for Sorcs, I really don't know what to say. I feel bad for them. Was all this really necessary?
    Thank Stendarr it’s Fredas.
    Elanirne: Altmer Templar Healer, DC
    Auria Dolabella: Imperial Nightblade Tank, DC
  • Cogo
    Cogo
    ✭✭✭✭✭
    Dracane wrote: »
    We were making sooo many suggestions, so many discussions and nothing of that made it into a patch.

    I don't get it. I'm sad :(

    Why sad? It's not like every DK buff and debuff got nerfed and our Standard can be blocked? Or DKs ultimate ability gets reduced 10 folds?

    Oh wait....
    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!"
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    OVERVIEW
    Radiant Destruction: The damage for this ability now scales up at the same rate as the Two Handed ability Reverse Slash.
    @ZOS_GinaBruno‌
    This isn't very useful for someone that doesn't use a two-hander or care how we compare to two-handers. Please add the percentage change just like every other ability that was changed. We should at least be able to gauge exactly how much we were nerfed.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Robbmrp
    Robbmrp
    ✭✭✭✭✭
    Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.

    I will test this later but IMO it feels like they made it better only to make it worse. It needed a 2-3x damage boost, not an increase in duration or a removal of the initial bonus damage.
    NA Server - Kildair
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Doubled the Critical Strike and Spell Critical values for all item set bonuses.

    So they increased this last patch, then doubled it for this patch. Does this mean that Criticals are now back to where they are in Live? Or better?
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • xherics
    xherics
    ✭✭✭
    We asked kindly: no result, just nerf
    We asked with please: no result, just more nerf
    We asked with concrete tips: no result, just more nerf
    We asked with facts: no result, just more nerf
    We asked a bit more loudly: no result, just more nerf
    We asked not so kindly: no result, just more nerf
    We asked with a rage: no result, just more nerf

    @ZOS_GinaBruno‌

    What do you still want from us to have at least a NORMAL sorcerer?
    We do not want to be OP like all the DKs, just on normal level, not excluded from group content..

    In 1.6 no sorcerer will be wanted to Trials, dungeons, the community will ban us permanently from everywhere because sorcerer is with these changes useless, they will hate sorcerers...

    Until now, we had at least our Negate, but it got also nerfed...
    Guild: HODOR - EU - Ebonheart Pact
    Char: Leliana fxn (Sorc) and Nuria fxn (DK)
    World first Sanctum Ophidia Time trial achievement unlock with my Sorcerer (v1.5.7)
    World second Sanctum Ophidia Hard Mode achievement unlock with my Sorcerer (v1.5.8)
    Pre-nerf Dragonstar Arena Hard Mode Conqueror with my Sorcerer

    "Sorcerer is for me a definition of the highest level of magician, what does not mean pets, but pure magic, pure spells.
    Pure magic from the heart, through the blood, to the last hairbreadth...
    Sorcerer means the highest magic killer with pure magic, not the weakest grandmamma's pet farm."

    11.02.2015 - Magicka Sorcerer RIP - What? Sorcerer and not using spells/magicka?
    19.02.2015 - Sorcerers, we have a new hope!
  • AriBoh
    AriBoh
    ✭✭✭✭✭
    Server coming online anytime soon?
    khele23eb17
    Agreed. Whoever came up with the design should be shot in the foot and only admitted to hospital when he manages to find 3 other people willing to maim themselves the same way in order to accompany him.

    ZOS_AmeliaR admin
    Ultimately, any method of entering an enemy keep without breaking down the door is considered an exploit. Thanks for checking!

    tinythinker
    "I used to be a healer once, but then I took a Wrobel to the knee"
  • Emma_Overload
    Emma_Overload
    ✭✭✭✭✭
    ✭✭✭✭✭
    Huntler wrote: »
    c0rp wrote: »
    Surge mana cost nerfed.
    Bolt Escape mana cost nerfed.
    Execute ability mana cost nerfed.
    Overload nerfed.
    Crystal Fragments procs NOT fixed.

    Gained +6% spell damage....I JUST lol'd in my office as I typed this post...Im not even kidding.

    Someone is bad at math then, this is a pretty big buff when it comes to dps and how champion points scale. Once you get some points, magicka is the last of your worries. They just turned a passive that ends up being useless in end game into a passive that boosts your dps. But everyone here complaining are people that have spent 0 time on the pts soo yeah.


    Its also not an overload nerf, overload still does more damage on PTS than live, they just scaled back the buff because it is destroying people on PTS. This is a minor scaleback of the original buff they gave which was 50%. Its like you people don't even read/test... you basically armchair complain at everything.

    You missed the part where Overload light and heavy attacks no longer trigger ultimate gain. Overload was already half-dead due to the slow rate of ultimate gain... now it's totally dead, except maybe as an occasional gimmick for showing off.
    #CAREBEARMASTERRACE
  • Father
    Father
    ✭✭✭
    I think its time to create a templar and delete my stamina sorc for good , having 1 synergy [ult cost] and no stamina class skills...
    Its kinda unfair that each class gets stamina based skills from their class trees while sorc gets nothin' but stupid broken pets.
    You can't be versatile with these pets :<
    How many sorcerers asked for pets...If I remember correctly everyone wanted a change in daedric tree and not revivng these pets.
    Sorcs need the same love templars have right now :/
  • Flaminir
    Flaminir
    ✭✭✭✭✭
    ✭✭
    Cogo wrote: »
    Dracane wrote: »
    We were making sooo many suggestions, so many discussions and nothing of that made it into a patch.

    I don't get it. I'm sad :(

    Why sad? It's not like every DK buff and debuff got nerfed and our Standard can be blocked? Or DKs ultimate ability gets reduced 10 folds?

    Oh wait....

    DK's got *balanced* yes...

    But you were already at the top of the pile by a long way...

    Sorc's were at the bottom in end game PvE and got nerfed from there! That's why we are sad.

    @Gyudan‌ got it right in his post above... all the end game leaderboards are nearly devoid of Sorcs... only 15%! & with the changes in 1.6 its a very likely scenario that this will reduce further as the 'negate monkeys' no longer have negate as a useful PvE ulti to bring & will be even further excluded from end game PvE content.

    It IS sad.

    All we want is to chat to them,,, I'd love it if they got a few constructive Sorc's together for a chat on TS to talk about where they saw the class, where we saw the class, and for us to maybe suggest & discuss 3 changes each that we think could be realistic. At least we would then know they listened to us.

    Maybe @ZoS_GinaBruno or @ZoS_JessicaFolsom could arrange something? ;)
    Edited by Flaminir on February 17, 2015 10:37PM
    GM of the Unholy Legacy
    EU/EP
    Sorcerer Flaminir (Magicka) / Staminir (Stamina)
    Templar Elixiia (Magicka/Healer) / Lotti Velooni (Magicka)
    DragonKnight Xalora Flaminar (Tank) / Unholy-Dragon-Toad (Tank)
    Nightblade Aimee Owlious (Magicka) / Myttens (Stamina)
    Warden: Frosti-Tute (Magicka/Healer) Boops-Many-Snoots (Stamina/Tank)
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    [*] Solo instance difficulty easing now begins after your first death. We have also increased the velocity of easing in response to repeated deaths.

    Isn't that a bit hasty?
    [*] Reduced all damage shields cast in Cyrodiil by 15%. This will not not affect damage shields outside of Cyrodiil.

    Allowing them to be critically hit, Dotted, and procable was all the fix that was required. Some of us who PvP don't duel...just saying.
    [*] Fixed an issue where you couldn’t use Break Free when being affected by multiple CC abilities at the same time.

    Thanks!
    [*] Mountain's Blessing: This passive ability now grants only one Ultimate every six seconds.
    [*] Prism: This passive now grants only one Ultimate every six seconds at rank 1. The Ultimate gain per six seconds at rank 2 has been increased from 2 to 3.

    Is there a particular reason why the templar ability is marginally useful whereas the DK ability is worthless?
    [*] Transfer: Reduced this passive’s cooldown to four seconds from six.

    My suggestion is to remove all these ultimate gaining passives and replacing them with something actually interesting rather than making them worthless.
    Sorcerer
    • Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.

    I have no idea what this means. But I do know this skill is still trumped in 90% of instances by Spell Symmetry.
    [*] Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.

    It still sucks. Apparently the game is trying to tell us that Sorcerers are Mage's Guild rejects since their skills pale in comparison to those of the Mage's guild.
    [*] Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.

    I'm unsure this is "buff" that ZoS thinks it is. The 10% reduction we are losing was nothing to sneeze at. Let's say I am generous and have 4 of my slots devoted to the generally substandard sorc abilities, that is 8% of roughly 1200 spell damage...so 96 extra, whereas a two piece armor set will give me 179. If this is the "fix," that tells me ZoS is unaware of the fundamental problems of sorcerers which I have laid out here: http://forums.elderscrollsonline.com/discussion/151643/some-observations-on-the-sorcerer-the-potential-game-changer-that-is-unwanted-in-sanctum-raids/p1
    [*] Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
    [*] Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.

    I will admit, however, that this change is decent and the spell is no longer something I'd now considered bad / inefficient.
    [*] Puncturing Strike: Fixed a minor effects issue with this ability and its morphs.

    Does this mean an enemy is still granted hard CC immunity even though the last hit from Biting Jabs is not a hard CC?
    [*] Radiant Destruction: The damage for this ability now scales up at the same rate as the Two Handed ability Reverse Slash.

    It would help if we knew the rate of reverse slash: I have seen some (older) website contends the increased damage begins at 50%...which is what Radiant Destruction previously began to start scaling damage.
    [*] Destructive Clench: Fire Clench, Frost Clench, and Shock clench will now properly play their particle effects when recast in quick succession.

    I still think it should be specified exactly what these extra "elemental effects" are if we choose the short ranged morph of this spell.
    [*] Brawler (Cleave Morph): The effects of this ability will no longer stack with repeated hits on a single target.

    This seems right.
    [*] Concentration: This passive ability no longer reduces the target’s Spell Resistance. Instead, it now grants Spell Penetration to the caster as long as the caster is wearing five or more pieces of Light Armor.

    Good. I'd be more approving if I knew the amount of Spell Penetration was something along the line of 1.5
    [*] War Horn: Reduced the stat bonuses for War Horn and its morphs from 15% to 10%.

    I'm pretty sure this change will only serve to annoy those players who use this "ultimate." As a general axiom, I find the unnecessary and uncalled for nerfs unhealthy for the game as it serves only to irritate the player-base.
    [*] Unchained: Reduced the duration of this ability from 8 seconds to 3 seconds.

    Needed.
    [*] Shield Expert: Updated this ability’s tooltip to mention that the increase in Armor and Spell Resistance applies only to equipped shields.

    TY for clearing up the ambiguity.

    [*] Opportunist: Reduced the bonus damage granted by this passive from 50% to 15%.

    Needed. Though the reduction all the way to 15% maybe a bit much.
    [*] Tripled the Damage Shield strength provided by Hardening Enchants.

    I'm sure some PvP enthusiast will claim this is game-breaking...
    Alchemy
    • Drinks have been further strengthened to now restore the amount of health by which a food would buff the relevant resources, fully, over a period of twenty seconds.

    Doesn't this belong under "Provisioning." Also, as long as stuff scales to our base stats, it will 90% of the time be beneficial to use food instead of drinks unless that regeneration is crazy good. I don't know why ZoS hasn't realized this yet.
    [*] Template potions awarding multiple Magicka effects will no longer claim to provide 0 Spell Critical Rating. That was never really true, and they should feel bad for lying.
    :smiley:
    [*] Potions granting Major Expedition now actually make you fast.

    That's good to know...


    Veteran Dungeons

    I am curious as to ZoS's stance on the exploits that trivialize this content. I personally would rather not have exploits, but if there is a particular reason why ZoS allows its players to invalidate the hours and resources devoted to giving us this content, I for one would like to hear it.

    [*] Increased the health of all monsters in Sanctum Ophidia.

    The Eight thanks you. So does Talos.

    Item Sets
    • Doubled the Critical Strike and Spell Critical values for all item set bonuses.
    • Sabatons of the Dreugh King Slayer: Fixed an issue so these will now go on your feet, as intended.

    You forgot two things on the item to-do list:

    "Fixed an issue where the Spellweave set was incorrectly granting a weapon critical bonus instead of a spell critical bonus."
    "Fixed an issue where there were no Destruction Mastery set shoes not dropping. We are sorry for all the mages who had cold feet."
    [*] Casting a heal over time on another player character who then quickly commits a crime in front of a guard will no longer share the guard’s ire with you.

    TY.

    I actually think 90% of what is listed in these patch notes improve the game. I'm just pointing out the other 10% :wink:
    Edited by Joy_Division on February 17, 2015 10:38PM
  • Ryzium
    Ryzium
    ✭✭✭
    xaraan wrote: »
    Erock25 wrote: »
    Sorcerer
    • Daedric Summoning
      • Rebate: Fixed an issue where this ability was not restoring Magicka when a Daedric pet was de-summoned or died.
    • Dark Magic
      • Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
    • Storm Calling
      • Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
      • Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
      • Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
      • Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
      • Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks.
      • Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields.

    Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.

    Those are not nerfs across the board. Lightning Splash just got better. Expert Mage just got better. Surge not triggering when someone had a shield up got fixed. Only overload got nerfed a bit.

    I agree, not seeing the "across-the-board sorc nerf" here... the only negative change there was a small cost increase for a few stormcalling abilities, but we gained a few percent damage with spells in exchange. The rest was all gains (and for magicka sorcs, that already was a gain... for stamina builds it's a small hit, but the amount in question isn't that jawdropping anyway), except overload looking like it'll lose 8% of its bonus damage amount (4% vs 12%) for its own attacks when activated. Considering how hard it hits and its other benefits, I'm hardly concerned ;). And surge being able to proc off of attacks against bubbles is an important buff.

    All stormcalling abilities got an increase in cost, that is not counting the increase in cost passively by not having the 10% increase in cost from changing the expert mage passive.

    As I know many people have posted, a 10% increase spell power only equates to about 3-4% increase in damage which is a generous statement.

    The nerf to Overload, the only good ultimate for solo PvP and PvE, just got super nerfed, and that is after the nerf to Negate Magic. Only have 4% increased damage is ludicrous. I am confised on the "buffs" this ability gives us. since the magicka return is laughable low and doesnt scale off max magicka but rather level.

    Surge can now proc on shields which isnt a buff its a fix to a bug. Also because you can now apply on hit effects to shields that means you can crit a shield... a shield that doesnt mitigate any damage. Finally crit surge has a cool down on the heal and power surge cost much more than the mages guild ability entropy and its morphs which gives the same buffs and then some.

    People who dont play sorcs dont understand that our dps and utility abilities costs ALLOT. We have the highest costing dps abilities in the game BEFORE 1.6 After 1.6 we are going to have stupid high costs on top of passives and actives that are worthless in every build other than 1.

    ie: pets and their passives only work for pet builds. Not to mention the increase health recovery passive and the crit passive which both are worthless.

    Sorcs shouldnt become the new DK's and face roll everyone but to nerf a class that has been nerfed since patch 1.1 is very disheartening. Give sorcs an ability that is instant cast and deal physical damage from a reasonable 12m range and no sorc will ever complain again.

    To be fair, if sorcs ever got a spammable dps skill with frags we would be supremely powerful since we could shred block spamming classes and have an ability to proc frags with that deal good sustain damage.

    END RANT
    Ryzium
    __________________
    Alliance: Aldmeri Dominion
    • V12 Sorc - Clodel
    • V2 Tempalr - Game Matrix
    • V1 Nightblade - Soul Rend
    • 26 DK - Ryzium
    My Stream
  • Zershar_Vemod
    Zershar_Vemod
    ✭✭✭✭✭




    Did I look over it, or was the crafting only up to VR9 bug not fixed?
    That issue was likely tied to the note below. That said, please let us know if you still cannot craft past VR9 once maintenance is complete.
    • Modifying the amount of material used when crafting an item now correctly affects the crafted item’s level.

    Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells. Does this include Ultimates?
    Yes, Ultimates are included.

    Still downloading the patch, but once I get on I'll test it out and update my post here / make another ticket if it still persists (I'll still update here if it is indeed fixed).
    House Nyssara (NA)
    Black Market Traders
    Order of the Lamp Post
    Thorn Brigade
    VR15 Nightblade Vampire
  • kurstein
    kurstein
    ✭✭✭
    Damm slow DL speed on patch I am on a 50/50mb fiber and only get 500kb/s. my normal DL speed is 5-6Mb/s

    @Zos_ginabruno du you limit DL speed on PTS?
    Edited by kurstein on February 17, 2015 10:42PM
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear" all hail the night mother
  • killedbyping
    killedbyping
    ✭✭✭✭
    Brawler (Cleave Morph): The effects of this ability will no longer stack with repeated hits on a single target.

    It is atleast 6 time i read this in patch notes...
  • Deltia
    Deltia
    ✭✭✭✭✭
    I love my Templar, just saying.
    In-game @deltiasgaming | deltiasgaming.com for Elder Scrolls Online [ESO / TESO] Guides
    "It's a good day to be alive"
  • xaraan
    xaraan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Erock25 wrote: »
    xaraan wrote: »
    Erock25 wrote: »
    Sorcerer
    • Daedric Summoning
      • Rebate: Fixed an issue where this ability was not restoring Magicka when a Daedric pet was de-summoned or died.
    • Dark Magic
      • Dark Conversion (Dark Exchange Morph): Rank 4 of this ability can now be toggled on and off.
    • Storm Calling
      • Critical Surge (Surge Morph): This ability now correctly lists a 20-second duration in its tooltip.
      • Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.
      • Lightning Splash: Increased the duration to 6 seconds from 4 seconds.
      • Liquid Lighting (Lightning Splash Morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.
      • Overload: Reduced the rank up bonus damage for this ability from 3% to 1%. Also, Overload and its morphs will no longer trigger Ultimate gain from Light and Heavy Attacks.
      • Surge (All Ranks & Morphs): This ability can now trigger off of doing damage to player characters that are using damage mitigation shields.

    Are you joking with this? Nerfs across the board for Sorcerers. Do you think there are many topics about Sorc popping up every day because the class is in a good place? I'm really concerned about how you are adjusting these patch notes and the fact that Sorc still receives 0 stamina love. Expert Mage change was a VERY hard nerf for stamina Sorc as well too. Please do a QA with some Sorc players I beg you because you need to badly.

    Those are not nerfs across the board. Lightning Splash just got better. Expert Mage just got better. Surge not triggering when someone had a shield up got fixed. Only overload got nerfed a bit and it's still OP, guys in our guild are doing top DPS (by far) using just overload/light attack weaves.

    How can I take your post seriously when you claim people are using overload with light attack weaves?

    Lightning Splash had its cost increased by 10%. Expert Mage will only increase Sorc dps by 2-3%. NO ONE USES SURGE BECAUSE ENTROPY AND RALLY ARE BETTER ALTERNATIVES.

    Because I could have sworm the main caster sorc in our group was using Overload light attack weaving when we just ran tests this last week according to him? I'll gladly double check with him tonight, but I remember everyone talking about their setups when we talked about the results of our builds and dps. Perhaps he did it without weaving at all, I could remember incorrectly (I don't really use overload on my sorc - I think I literally have used it twice ever) but I'd have sworn that is what he said. Sorry if that's bad info.

    But if I am wrong, then I'm even more surprised he surpassed everyone's dps that way. (Which also doesn't really change my point that it's a bit too strong as is.)

    I don't see a huge problem with DoT expense going up vs. a power you'll use constantly. If Lightning Splash lasts longer then I won't need to cast it as often anyway, but it's not a power I'll be spamming. Same with buffs like Surge or something like Bolt Escape (though I know plenty spam it in PvP). I really like seeing the increase in spell damage to help even out a caster sorc vs a pet build.

    Now, if the powers in storm are a bit costly b/c of that previous reduction passive, then I'd rather see them tinker with the costs a bit than take away that spell damage. Bring down the cost of some of the powers in that tree period and leave the spell damage, b/c spell damage will help out with more than just that one tree, unlike the cost reduction does prior.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • NotSo
    NotSo
    ✭✭✭✭
    Solo instance difficulty easing now begins after your first death. We have also increased the velocity of easing in response to repeated deaths.
    Can we change the solo instance easing to ease up after the second death? That first one is there so I can wake up!
    Edited by NotSo on February 17, 2015 10:57PM
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    kurstein wrote: »
    Damm slow DL speed on patch I am on a 50/50mb fiber and only get 500kb/s. my normal DL speed is 5-6Mb/s

    Do you limit DL speed on PTS?

    We don't limit download speed on the PTS.

    Sometimes it takes a little time for the distributed patch files to get to their destination. It should speed up. If it doesn't improve shortly, you can try closing the launcher and restarting to see if it speeds up. If your download speed doesn't increase within an hour or so, you could put in a support ticket.
    Jessica Folsom
    Lead Community Manager - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
Sign In or Register to comment.