HyperToxic wrote: »All magicka build classes (except sorc) have a single target ability that you can spam that deals more damage than force pulse. Sorcs are the only class (magicka build) that is forced on using destro abilities. I don't want to use it them anymore. I want an instant cast ability that hits as hard as the many abilities that other classes have.
On that note, please change the Pure Water nodes in southern Bangkorai, southern Rift, and eastern Reaper's March from Cleansed (Level 30) to Filtered (Level 40) Water nodes. (If there are some Lvl 40 solvent nodes already in these zones, I haven't found them.) These areas of these zones are Lvl 40-43, so the water should match this.If water is now VR1 in Cyrodiil, where am I supposed to get Level 40 (Filtered) water from? Cyrodiil was the only good source of Filtered Water.ZOS_GinaBruno wrote: »Alchemy water in Cyrodiil is now Veteran Rank 1. Additionally, water will scale to your level when sourced from (largely solo) instances that scale to your level.
My main character is a Magicka-based Sorcerer and I currently use Critical Surge and Inner Light on both of my bars. In 1.6, I'll be running Power Surge and Radiant Magelight instead, but I'll still need them on both bars. Since I know hardly any Sorcerers who run more than 3 Sorcerer abilities on their bars, this does feel like yet another attempt to persuade Sorcerers that we should be using "pets".Sorcerers no longer get cost reduction on their most used class spells, including "Surge" that already costs 3 times more magicka than its similar "Entropy". I will test the numbers, but this feels like a nerf considering the most you can get from the new passive is 12% extra Spell Power and that is an unrealistic value considering all sorcerers need Inner Light on both their bars and Crushing Shock on the main attack bar.
I agree. It seems odd that the developers are giving to Stamina Sorcerers with one hand: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.
and taking back with the other.Bound Armaments (morph): This ability now costs Stamina instead of Magicka, gives you a bonus to stamina instead of magicka, and increases the damage done by heavy attacks.
Dark Deal (morph): This ability now converts magicka into health and stamina.
Overload and Power Overload will now properly scale their damage off Weapon Damage and Stamina in the event that they are higher than Spell Power and Magicka.
Summon Storm Atronach: Fixed an issue where this ability was only scaling off your magicka stats, but not your stamina stats. It will now correctly pick the largest value.
I don't know, and I want to know! I only managed to download 8% of the patch during my unlimited nighttime download period though.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?
Um, dude, you do realise that this is the PTS as in Public Test Server? It's not the real game. Everything you do here gets deleted anyway.chrisvoyerb16_ESO wrote: »You do not understand. I do not want to start again from the beginning. I prefer not to play. I have built characters that I like and you do not want to copy them.
I am going to cancel my subscription. Do not update if you cannot copy characters.
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.
Mages Fury does 1391 dmg without the new passive for sorcs
Mages Fury does 1463 with the new passive
Explosion w/ 4495
Explosion w/o 4726
So my dps increase with 5 sorc abilities slotted (10% more spell power) is a little more than 5% where as my casts are reduced by 5%...
So to lay out my point. In a PvE boss fight where the dps's are spamming executes I will be doing less damage because the amount of times I can cast my ability is less than the spell power dps increase i get from the new passive.
In terms of PvE dps I would say this is a nerf. PvP wise it seems to be a burst damage buff
Pendrillion wrote: »Seems my NA Characterhas not been copied yet. Went straight to the intro movie. Ah well template chosen
Pendrillion wrote: »Uhm No?
ZOS_GinaBruno wrote: »Hey guys! Just wanted to let you know that the European megaserver characters have been copied as of early this morning, and are currently available to play on the PTS with patch 1.6.3.
timidobserver wrote: »Medieval_Miss81 wrote: »Does the Burning Spellweave light armor set you get from City of Ash still have the change in 1.6 from spell crit to weapon crit? If so, please change it back to what it was before 1.6. Putting weapon crit on that set is ridiculous and wastes all the time and effort put into running that dungeon to try to get it to drop.
I wish little things like this could get some attention over all of the pages and pages of Sorc tears. There was no reason to put weapon crit on that set.
christoph.dessleb17_ESO wrote: »Septimus_Magna wrote: »Other nerfs that affect LA magicka dps sorcs greatly:
All shields are 15% weaker in cyrodiil AND can be crit on.
this information is based on what? after 10 minutes of testing on mobs I received not a single crit while having my shields on.
christoph.dessleb17_ESO wrote: »christoph.dessleb17_ESO wrote: »Septimus_Magna wrote: »Other nerfs that affect LA magicka dps sorcs greatly:
All shields are 15% weaker in cyrodiil AND can be crit on.
this information is based on what? after 10 minutes of testing on mobs I received not a single crit while having my shields on.
now test against mobs without your shield on: you won't recieve a single crit either, as mobs simply do not crit...
interesting because my combat cloud showed many crits without shield. to be sure I even doubled the font size of critical hits
Septimus_Magna wrote: »
The information is based on the patch notes and basis knowledge of pts and live mechanics
Can we change the solo instance easing to ease up after the second death? That first one is there so I can wake up!ZOS_GinaBruno wrote:Solo instance difficulty easing now begins after your first death. We have also increased the velocity of easing in response to repeated deaths.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
I ended up walking out of the Wailing Prison with 86 bottles of Natural Water.However, now we're having a tad too much natural water. I have 56 of those already. Aside from the one bottle in my prison, they all come in packs of 5 bottles per container.