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Upcoming Gamechangers in Cyro

 Jules
Jules
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OMG TY TY TY FOR:
- Continuous Attack (passive): This passive now grants Spell Damage in addition to Weapon Damage.
- Apprentice: This Mundus Stone now grants Spell Power instead of Spell Penetration.
- Serpent: This Mundus Stone now increases your stamina regeneration instead of health regeneration.
- The Nirnhoned trait now increases Spell Resistance on the piece of armor it’s attached to, rather than increasing your total Spell Resistance.

WORTHY OF DISCUSSION:
- You will no longer regenerate stamina while blocking.(Magicka DK QQ :()
- The Former Emperor buffs are being removed from the game. (Pretty disappointing to me honestly. I wish they couldve found a way to maintain these and still discourage emp farming.)
- The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength. (its DEFINITELY going to affect TTK as is the point. Debatable on which way it'll go.)
- You can no longer travel to another player character that's in a PvP zone. (imo if lag isn't fixed by the time this goes into effect- this will kill the game. No one wants to be stuck on 1 laggy and 1 dead server. People will just log out.)
- Incoming friendly attacks from siege weapons will no longer display their telegraph since they do not damage you. This is to provide clarity on which incoming attacks should be avoided. (awesome.)
- Removed Stamina Regeneration from Lycanthropy (Goodbye werewolves who are not RP'ers)
- Vampires: reduced the fire damage you receive to 25% from 40%. (Awesome for me. But debatably OP. Very few negatives to being vamp except dawnbreaker atm. )

SKILLS:
- Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%. (Interesting change, worthwhile to small man/solo builds. Curious as to whether it's instant cast or not)
- Proximity Detonation (Magicka Detonation morph): This ability is now an instant cast. We also increased the detonation time to 8 seconds, and reduced the damage by 28% to compensate.(Just whoa. Instant cast?? GG. Even w dmg nerf)
- Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time. (Could this actually be good? Wtf?)
- Hidden Blade: This ability now grants the Major Brutality buff. We also slightly decreased the base damage. ( sigh @ second weapon ability that gives major brutality/ no weapon ability that gives major sorcery.)
- The abilities molten Whip and Veiled Strike can now be avoided by roll dodging (QQ)
- Vigor: Relocated this ability to Rank 5 in the Assault tree, from Rank 10. (Debatable, but. Probably a negative thing imo. Deincentivizes having a higher rank all together. & think nerfs to vigor are inc)
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
- Thundering Presence (Lightning Form morph): This ability is now a Stamina morph.(STAM SORCZ?)


BUFFS TO RACES:
- High Elf (Spellcharge): Increased the Magicka regeneration from this passive to 4/8/12% from 3/6/9%. (Probably didn't really need a buff)
- Khajiit: Stamina regeneration by 3/6/10%. Carnage: Increased the Critical Strike bonus to 2/5/8% from 2/4/6%. (Gives khajiits their desperately needed stam regen. Possibly new top stam build dog)
- Orc (Swift): Renamed this passive to Swift Warrior. Swift Warrior will no longer increase Charge attacks, but will instead increase all Melee Weapon attack damage by 2/3/4%. (definitely a nice buff to Orc. Way more useful than that crappy charge dmg)


- Enchants: Increased Spell and Weapon Power, with the value varying with each level. The increase is approximately 100% at VR14.
- Decreased Health, Magicka, and Stamina enchantments at lower levels. At VR14, these items now provide about 4% more
- Reduced the Weapon Power and Spell Power bonuses on 2-4 piece item sets to bring them more in line with the other item set bonuses. (Sad face)

Probably/definitely forgot things. But let's discuss! :p

(Edited to include mad stuffis)
Edited by Jules on July 29, 2015 12:25AM
JULES | PC NA | ADAMANT

IGN- @Juies || Youtube || Twitch
EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



Rest in Peace G & Yi
Viva La Aristocracy
  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    Why no orcs :( I think the 4 percent increase to melee damage is a pretty good change for the swift passive. I look forward to playing my stam nightblade orc.
  • TBois
    TBois
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    Jules wrote: »
    OMG TY TY TY FOR:

    - Thundering Presence (Lightning Form morph): This ability is now a Stamina morph. STAM SORCZ?

    Damage is sooo meh. They flopped on stam sorc buffs
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • Soulac
    Soulac
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    Thanks, easier for me to put it into my catculator if I don't need to search all changes by myself :P
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • JDar
    JDar
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    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    Edited by JDar on July 28, 2015 9:53PM
  •  Jules
    Jules
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    JDar wrote: »
    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • AJ_1988
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    They still need to do something about camo hunter tho. Just saying :)
  • JDar
    JDar
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    Jules wrote: »
    JDar wrote: »
    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?

    Well it's a defensive mechanism that does no damage on its own, so I don't see why it needs a counter. But yes, AoEs are a good idea. Caltrops and mines as well will keep nightblades away from you.

    I don't necessarily agree with the approaches they took with BE and Dodge roll. Cloak maybe should cost a little more magicka but there's no need to go all BE on it. There's actually a very good thread about this in the PvP Combat forum. Basically what you would be doing is making my class unplayable by making the cost increase.
    Edited by JDar on July 28, 2015 10:15PM
  • JDar
    JDar
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    Here is the link to that BE thread. I don't want to derail the discussion here, but basically most people seem to agree, nightblades shouldn't be caught if we don't want to be caught. It's kind of our thing.

    http://forums.elderscrollsonline.com/en/discussion/192408/bolt-escape-and-cloak-should-have-the-same-treatment/p1
  • Takllin
    Takllin
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    JDar wrote: »
    Jules wrote: »
    JDar wrote: »
    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?

    Well it's a defensive mechanism that does no damage on its own, so I don't see why it needs a counter. I don't necessarily agree with the approaches they took with BE and Dodge roll. Cloak maybe should cost a little more magicka but there's no need to go all BE on it. There's actually a very good thread about this in the PvP Combat forum. Basically what you would be doing is making my class unplayable by making the cost increase.

    Roll dodge doesn't do any damage either though. Possibly the way you play the class won't work anymore, but by increasing the cost of it they don't inherently make magicka NB useless. It just means you have to be wiser about how and where you use it, just like we will have with roll dodge and streak. With mist form you have 0 magicka regen while it is active, so currently Shadow Cloak is the only escape ability without any drawback from using it over and over again.

    Also I don't remember seeing this in the patch notes, but isn't cloak now immune from detect pots? If so, GG ZOS. Should have just reverted them to how they were pre 1.6...

    NVM about detect pots, via Gina:
    Vatter wrote: »
    will detect pots still work on disappearing NB's?
    Yes, detection potions will let you see a Nightblade using Shadow Cloak. Note that the single target damage immunity on Shadow Cloak will not work if the enemy has revealed you with Magelight or Revealing Flare.
    Edited by Takllin on July 28, 2015 10:23PM
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Daveheart
    Daveheart
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    AJ_1988 wrote: »
    They still need to do something about camo hunter tho. Just saying :)

    Sure, but that's a console-specific change. The stacking insta-gib camo hunter bug does not work on PC.
    Jules wrote: »
    JDar wrote: »
    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?

    Sounds like that's about it. Maybe more use for revealing flair and its morphs?

    Daggerfall Covenant (PC-NA)

    The Order of Mundus | Nightfighters
  • JDar
    JDar
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    Well there you go then, detect pots will still work. You all can take your paws off my Shadow Cloak now pls thank you. :)
  • JDar
    JDar
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    Jules wrote: »
    OMG TY TY TY FOR:

    - Khajiit: Stamina regeneration by 3/6/10%. Carnage: Increased the Critical Strike bonus to 2/5/8% from 2/4/6%. (Gives khajiits their desperately needed stam regen. Possibly new top stam build dog)

    Top dog? Top cat!
  • Manoekin
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    Not very inspiring changes imo, but it's not all bad. Essentially we should all reroll NB vamps though. Drain Essence change is the stupidest thing I saw because I can guarantee if someone gets me tab targeted I'm going to have to CC break twice every 3 seconds now.

    Some nice changes for healing Templars, nothing fancy but just stuff working how it should have originally. Unstable core looks more interesting, but otherwise just another big nerf to radiant and changes not worth even putting in the patch notes TBH.

    Cloak needs to be nerfed. Nothing else needs to be said although pots still work just they only last 12.5 seconds now.

    Also I may as well take repentance off of my bar now. Stam repentance is going to be significantly stronger unless it doesn't scale as well for stam which doesn't match what the notes say. Will just have to slot a support ability for the regen since radiant aura is a completely useless ability.
    Edited by Manoekin on July 28, 2015 10:50PM
  • Manoekin
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    JDar wrote: »
    Well there you go then, detect pots will still work. You all can take your paws off my Shadow Cloak now pls thank you. :)

    Let me just replace a useful stat on my potion for detection just so I can actually fight a single class.
    JDar wrote: »
    Here is the link to that BE thread. I don't want to derail the discussion here, but basically most people seem to agree, nightblades shouldn't be caught if we don't want to be caught. It's kind of our thing.

    http://forums.elderscrollsonline.com/en/discussion/192408/bolt-escape-and-cloak-should-have-the-same-treatment/p1

    What kind of *** *** is that? That's the same excuse sorcs have for BE. Should I not be able to die if I don't want to die, because I'm a healer? My heals should increase proportionally to the number of enemy players in my vicinity. Great idea. AOE is not a counter to dark cloak because you move significantly faster than other players while being invisible.

  • JDar
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    The patch hasn't even been on the PTS for more than a day, so I think calling for cloak nerfs already is a bit premature. Keep in mind the changes to battle spirit will make it a lot harder for NB's to assassinate people from cloak, so it may turn out that a nerf is completely unnecessary.
  • Manoekin
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    JDar wrote: »
    The patch hasn't even been on the PTS for more than a day, so I think calling for cloak nerfs already is a bit premature. Keep in mind the changes to battle spirit will make it a lot harder for NB's to assassinate people from cloak, so it may turn out that a nerf is completely unnecessary.

    TTK is not the issue with cloak, which just goes to show how absolutely clueless you are.
  • JDar
    JDar
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    Manoekin wrote: »
    JDar wrote: »
    The patch hasn't even been on the PTS for more than a day, so I think calling for cloak nerfs already is a bit premature. Keep in mind the changes to battle spirit will make it a lot harder for NB's to assassinate people from cloak, so it may turn out that a nerf is completely unnecessary.

    TTK is not the issue with cloak, which just goes to show how absolutely clueless you are.

    Explain then. I assume you've already arrived at your conclusion from logging several hours on the PTS? I think your rudeness should be nerfed, son. Do you talk that way to everyone who expresses an opinion contrary to yours?
    Edited by JDar on July 28, 2015 10:59PM
  • Rune_Relic
    Rune_Relic
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    Jules wrote: »
    JDar wrote: »
    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?

    Detect potions and mage light ?
    Anything that can be exploited will be exploited
  •  Jules
    Jules
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    My main issue with cloak is it has too many uses.

    You're immediately invisible.
    You drop combat.
    You're untargetable.
    You cleanse dots off.
    And if I'm not mistaken it works in conjecture with nb passive that increases weapon damage and damage from stealth, making it lethal.

    As a DK If I wanted to do these things, it would take me crouching, breaking line of sight, purge, and structured entropy. Or something similar. I'm not saying that dks should be the same as NB's at all. Each should have their strengths and weaknesses in relation to one another. I'm just saying one ability should not be able to be an I win button. And as a way to disengage from combat, it really should have some function that cost stacks ect.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  •  Jules
    Jules
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    Rune_Relic wrote: »
    Jules wrote: »
    JDar wrote: »
    Jules wrote: »
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    -

    I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.

    I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?

    Detect potions and mage light ?

    Yes I'm aware of detect pots still going through cloak now. For a long time word on the streetz was they wouldn't be. I think it's pretty crappy like @Manoekin said, that we would have to purchase an item to counter an entire class. Seems pretty ridiculous. Also mage light has its weak ass radius iirc.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • JDar
    JDar
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    Mano I'm done talking to you if you're going to be a rude child. Jules and everyone else we can have an intelligent discussion where disagreement is allowed.
    Jules wrote: »
    My main issue with cloak is it has too many uses.

    You're immediately invisible.
    You drop combat.
    You're untargetable.
    You cleanse dots off.
    And if I'm not mistaken it works in conjecture with nb passive that increases weapon damage and damage from stealth, making it lethal.

    As a DK If I wanted to do these things, it would take me crouching, breaking line of sight, purge, and structured entropy. Or something similar. I'm not saying that dks should be the same as NB's at all. Each should have their strengths and weaknesses in relation to one another. I'm just saying one ability should not be able to be an I win button. And as a way to disengage from combat, it really should have some function that cost stacks ect.

    It increases spell damage as well when it's up. There is also the Shadow Barrier passive which increases armor by about 5000. Also when combined with Concealed Weapon there is the 25% movement increase. I use that little gift to harvest nodes. Also works with scroll runs too. Problem though is you have to wear light armor for any of those things to work for you consistently. Basically, you can't get hit or stuck in a fight, and if you do, you're screwed.

    It's not an I win button though. Roll a magicka nightblade and you'll see, trust me. It is really hard to use it correctly.
  •  Jules
    Jules
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    JDar wrote: »
    Mano I'm done talking to you if you're going to be a rude child. Jules and everyone else we can have an intelligent discussion where disagreement is allowed.
    Jules wrote: »
    My main issue with cloak is it has too many uses.

    You're immediately invisible.
    You drop combat.
    You're untargetable.
    You cleanse dots off.
    And if I'm not mistaken it works in conjecture with nb passive that increases weapon damage and damage from stealth, making it lethal.

    As a DK If I wanted to do these things, it would take me crouching, breaking line of sight, purge, and structured entropy. Or something similar. I'm not saying that dks should be the same as NB's at all. Each should have their strengths and weaknesses in relation to one another. I'm just saying one ability should not be able to be an I win button. And as a way to disengage from combat, it really should have some function that cost stacks ect.

    It increases spell damage as well when it's up. There is also the Shadow Barrier passive which increases armor by about 5000. Also when combined with Concealed Weapon there is the 25% movement increase. I use that little gift to harvest nodes. Also works with scroll runs too. Problem though is you have to wear light armor for any of those things to work for you consistently. Basically, you can't get hit or stuck in a fight, and if you do, you're screwed.

    It's not an I win button though. Roll a magicka nightblade and you'll see, trust me. It is really hard to use it correctly.

    I have a Magicka nb. She's a breton and grossly neglected in favor of my beautiful DK.
    Anyway--- All of the things you listed plus the things I listed just with ONE SKILL and you don't think that's a bit much???? HOW
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • JDar
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    I don't think any of those things are really that great. The Shadow Barrier lasts for about 5 seconds, and 5000 armor isn't a whole lot -- that doesn't stack either with other 5000 armor buffs. Like I said a reasonable cost increase might be in order -- I can keep it up without dipping below 90% magicka. Keep in mind though, we have no class shields. Weapon builds absolutely eat me for lunch, and they probably will continue to do so after the patch I'm sure. We will see how this works out. If cloak was really that OP though everybody would be magicka nightblades already.
  • JDar
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    I'm sorry, I didn't mean to turn your thread into a Cloak thread. There is a lot more to talk about. For instance the blocking nerf that will have huge repercussions for PvE players while solving an annoying part of PvP. I'm suprised they are going to do that. I guess that is another thing to look out for on the PTS.
  • Valnas
    Valnas
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    oh my god. they read all the feedback on drain essense!
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
  • AJ_1988
    AJ_1988
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    Yeh I know it's console based but as I said just saying. Never know it might get noticed lol.
  • Gunphu
    Gunphu
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    Camohunter stack is mostly fixed with the new patch. The damage no longer stacks but it seems to stack proc chance, so you wont get insta gibbed for 100k damage. Now they are wasting thier entire sta pool just for a short lived instant proc thatonly does 4k.

    If you see their hands glowing with CH just stun them and you will win.
  • Attorneyatlawl
    Attorneyatlawl
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    Jules wrote: »
    OMG TY TY TY FOR:
    - Continuous Attack (passive): This passive now grants Spell Damage in addition to Weapon Damage.
    - Apprentice: This Mundus Stone now grants Spell Power instead of Spell Penetration.
    - Serpent: This Mundus Stone now increases your stamina regeneration instead of health regeneration.
    - The Nirnhoned trait now increases Spell Resistance on the piece of armor it’s attached to, rather than increasing your total Spell Resistance.

    WORTHY OF DISCUSSION:
    - You will no longer regenerate stamina while blocking.(Magicka DK :()
    - The abilities Molten Whip and Veiled Strike can now be avoided by roll dodging (QQ)
    - Vigor: Relocated this ability to Rank 5 in the Assault tree, from Rank 10. (Debatable, but. Probably a negative thing imo. Deincentivizes having a higher rank all together. & think nerfs to vigor are inc)
    - Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
    - Thundering Presence (Lightning Form morph): This ability is now a Stamina morph.(STAM SORCZ?)

    - Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%. (Interesting change, worthwhile to small man/solo builds. Curious as to whether it's instant cast or not)
    - Proximity Detonation (Magicka Detonation morph): This ability is now an instant cast. We also increased the detonation time to 8 seconds, and reduced the damage by 28% to compensate.(Just whoa. Instant cast?? GG. Even w dmg nerf)
    - Removed Stamina Regeneration from Lycanthropy (Goodbye werewolves)
    - Vampires: reduced the fire damage you receive to 25% from 40%. (Awesome for me. But debatably OP. Very few negatives to being vamp except dawnbreaker atm. )
    - Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time. (Could this actually be good? Wtf?)
    - Hidden Blade: This ability now grants the Major Brutality buff. We also slightly decreased the base damage. ( sigh @ second weapon ability that gives major brutality/ no weapon ability that gives major sorcery.)

    BUFFS TO RACES:
    - High Elf (Spellcharge): Increased the Magicka regeneration from this passive to 4/8/12% from 3/6/9%. (Probably didn't really need a buff)
    - Khajiit: Stamina regeneration by 3/6/10%. Carnage: Increased the Critical Strike bonus to 2/5/8% from 2/4/6%. (Gives khajiits their desperately needed stam regen. Possibly new top stam build dog)
    - Orc (Swift): Renamed this passive to Swift Warrior. Swift Warrior will no longer increase Charge attacks, but will instead increase all Melee Weapon attack damage by 2/3/4%. (definitely a nice buff to Orc. Way more useful than that crappy charge dmg)


    - Enchants: Increased Spell and Weapon Power, with the value varying with each level. The increase is approximately 100% at VR14.
    - Decreased Health, Magicka, and Stamina enchantments at lower levels. At VR14, these items now provide about 4% more
    - Reduced the Weapon Power and Spell Power bonuses on 2-4 piece item sets to bring them more in line with the other item set bonuses. (Sad face)

    Probably/definitely forgot things. But let's discuss! :p

    <3@Jules ! Mostly agree with everything you wrote here ;), including the issue of having a high Alliance rank not having much incentive especially after this change. I've suggested adding significant numbers of extra passives and skills that are aimed at providing the same sort of functionality you can already get, but in slightly different ways/twists, along with minor power gains as you gain alliance ranks instead of a simple skill point. As to Vigor specifically, it's a key enough skill that I'm not necessarily so against it having been dropped down, though your assessment of it likely needing nerfage I have a distinct feeling will be right. I still hope we see the skill path extended in the future :(.

    Vampires could be a problem, although magicka based builds are now able to stack their damage up to much better parity with weapon-power based builds as of this new patch from the initial bits I've heard of the new item sets, and digesting the patch notes a few hours after reading through them in full. Fire might become a bit more common again ;) as might Evil Hunter on any build type :mrgreen: .

    I hadn't caught the bit about Drain Essence... it was a good skill but extremely situational right now (10% max health is actually lower than a magicka build got back from it on live, as far as health restored), so not having it blocked out by a global from-any-player-using-it one minute immunity like there is on live will be a huge boon to its usability. I'm interested in seeing if they fixed Accelerating Drain, as it provided only Minor Expedition (10% run speed) instead of Major (40%) on live despite the tooltip. Invigorating Drain looks extremely attractive with this change, since it gives you 20 ultimate when completed :D (5 per tick, four ticks).

    Re: weapon power buff vs spell power buff.... I wish!! It stinks that the only generally-available option for the basic spell power buff is a fairly low damage DoT from the Mage Guild skill line (Entropy/its morphs). I'd kill to have four spell-power weapons, and have two of them provide the spell power buff with useful damage skills ;)!

    Cat-men will inherit Tamriel :p it looks like!

    Glad to see the enchants finally balanced against how they had been pre-1.6 relative to cost reductions. I was also interested to notice that Bash Damage glyphs were being buffed:
    •Bash Damage enchantments are now 7 times as effective!

    Consuming Trap is going to be getting double damage off of the Oblivion's Foe set, which is a very interesting thing as well since it's already a moderate-damage ranged multi-target DoT with nice resource restoration :D.

    Still hoping they merge Thamaturge and Elemental Expert in the champion passives... needing to spec twice the number of points for the same benefit physical builds get, is rather imbalanced.

    Interested in the buffs to sets like Maw of the Infernal and Nerieneth's, which may both be very strong/viable sets as of this patch! The pet improvements for sorcs may make them a viable playstyle outside of just solo'ing vet dungeons, to boot. We shall see soon(tm).

    EDIT: Oh, and Trap Beast... I am VERY curious about the length of that buff it now gives ;).
    •Trap Beast: •This ability now grants the Minor Force buff which increases Critical Damage by 12%.
    •Reduced the arming time to 1.5 seconds from 3 seconds.
    •Increased the ability’s duration to 60 seconds from 30 seconds.

    EDIT again: Also curious as to whether Spiked Bone Shield is fixed yet... the 33% damage reflection in tooltip used to work, then it got bugged to be one tenth of that (~3.3%) :(.

    EDIT yet again:

    "•Restoration Staff •Force Siphon: The heal and visual effects from this ability can no longer be dodged.
    •Mutagen (Regeneration morph): Fixed an issue where the extra heal for allies below 20% health was only applying on the initial cast."

    Finally!

    Destro staff changes are looking good too:
    •Tri Focus (passive): •The Lightning Staff bonus attack now hits up to 6 targets instead of 2 targets.
    •Heavy Frost attacks now grant a damage shield for 4/8% of your maximum health.
    •Heavy Shock attacks now deal 50/100% of the final pulse damage to nearby enemies with a maximum of 6 targets, using a radius falloff.
    •Reduced the heavy attack bonus from heavy fire attacks to 12% from 15%.
    Igneous Weapons + channeling shock staff along with Blockade of Elements having an 8s duration for its elemental effects.... hmmmmmmmmmmmm. Hrrrrmmm.
    Edited by Attorneyatlawl on July 29, 2015 12:38AM
    -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.
  • Attorneyatlawl
    Attorneyatlawl
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    Another random bit I was curious as to whether it was fixed:

    "•Grim Focus: The bow on Assassin's Will is now easier to see in first-person view, and can now be activated after 4 light attacks instead of 7."

    On live, it consumes the damage buff :(. I'm wondering if it doesn't, in this new patch, because the activation skill is quite powerful otherwise.
    Edited by Attorneyatlawl on July 29, 2015 12:30AM
    -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.
  • Publius_Scipio
    Publius_Scipio
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    Don't worry Manoekin. I still haven't forgotten about you big guy.
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