ryanmjmcevoy_ESO wrote: »Pirhana7_ESO wrote: »hm.....not to much in there.ryanmjmcevoy_ESO wrote: »Kinda...disappointing...
They made a fix for like 95% of the problems we have been having. How can you not like this?
Honestly I trust and expect the bugs to get mostly sorted out. I don't like this because I wanted more actual changes to be made. Even if they wound up rolling back, they're ignoring a ton of feedback and refusing to even let us test out other possibilities, ex: battle spirit number tweaks, stam regen while blocking, racial passives, abilities being double nerfed by battle spirit, etc.
Fixes are great, but I wanted a chance to test new things. I have zero incentive to try anything on the PTS right now tbh.
you can do that testing and more chances when you make your own game.
ZOS wants zero stamina recovery to make tanking more interesting while allowing infinity taunting that's simplifies the game.
And thank you very much ZOS for zero stamina regen.
NTclaymore wrote: »ZOS_GinaBruno wrote: »[*] High Elf
- Spellcharge: Reverted the magicka recovery bonus from this passive that was introduced in patch 2.1.0. The buff is now back to 3/6/9 from 4/8/12.
Thanks for the qq Bretons and Dark Elves. Well done
They should add race signs next to player names, so I can go out and torture Breton and Dunmer player for this.
Breton here. I like the change to the High-elves.
If High-elfs should get a buff it should be their elemental damage and not their regen that should be buffed.
Bretons spell-resist should be made to match it if that happens. Bretons has allways been the defensive counterpart
to the offensive high-elf. So more sustain insterd of more damage didnt make sence to me IF a buff is needed.
bowmanz607 wrote: »MaximusDargus wrote: »ZOS still decides to remove completely from game "health regeneration" mundus stone.
Instead of creating space for it to provide fair choice of:
-max stamina/health/magicka
- regen stamina/health/magicka
for some weird reason players will be able to choose from anything but health regen.
Create new mundus stone for health regen (or stamina regen, because the only reason they removed health regen is to make space for bandaid stamina regen fix)? NOPE
Merge some lesser mundus stones into one to make space for stamina regen (and keep health regen without change)? NOPE
Play as you want, and have choices what to pick (pick one mundus stone, sacrifice others)? NOPE if you want to pick health regen.
ZOS still decides to support unfair access to VR15/VR16 materials by making them exclusively DLC only, by the "VR15/VR16 gear in old dungeons will drop only from minibosses and bosses".
Except health regen is worthless in this game. Zos specifically, wrobell even stated, they realized health regen sucked and replaced it to give more balance between stamina and magicka builds. In fact, it was one of the lease used stones. They also gave spell damage stone instead of penetration to help with the balance.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Thundering Presence in the notes say 300% increased damage for the first 4 seconds.
On PTS currently my tooltip is showing 200%....
ZOS_GinaBruno wrote: »
- Adjusted the percentage of Tel Var Stones lost on death by enemy players from 100% to 80%.
- This is part of our ongoing iteration based on your feedback and may or may not be adjusted further, or even rolled back, before going to the Live servers. We'd like to see how this feels on PTS, so please try it out and let us know what you think!
@Xael,Does this mean to get vr15/16 drops we are limited to Imperial City?
Hm.... probably yes. We'll have to wait and see.Also does this imply sets like Way of Air and Martial Knowledge will stay at vr14?
MaximusDargus wrote: »bowmanz607 wrote: »MaximusDargus wrote: »ZOS still decides to remove completely from game "health regeneration" mundus stone.
Instead of creating space for it to provide fair choice of:
-max stamina/health/magicka
- regen stamina/health/magicka
for some weird reason players will be able to choose from anything but health regen.
Create new mundus stone for health regen (or stamina regen, because the only reason they removed health regen is to make space for bandaid stamina regen fix)? NOPE
Merge some lesser mundus stones into one to make space for stamina regen (and keep health regen without change)? NOPE
Play as you want, and have choices what to pick (pick one mundus stone, sacrifice others)? NOPE if you want to pick health regen.
ZOS still decides to support unfair access to VR15/VR16 materials by making them exclusively DLC only, by the "VR15/VR16 gear in old dungeons will drop only from minibosses and bosses".
Except health regen is worthless in this game. Zos specifically, wrobell even stated, they realized health regen sucked and replaced it to give more balance between stamina and magicka builds. In fact, it was one of the lease used stones. They also gave spell damage stone instead of penetration to help with the balance.
Thats the exact problem. Someone states "health regen is worthless" and instead of making it attractive again by balancing it out comparing it with other stones, simply decides to remove it.
The way of thinking "its least used so we should remove it" is silly. Are we going to have a whole class removed just because its least used class?
davidbarryb16_ESO wrote: »@Xael,Does this mean to get vr15/16 drops we are limited to Imperial City?
no, there was a separate itemization thread and it's probably in the PTS 2.1 update patch notes somewhere, that vr15/16 drops are also available from PvE group dungeons (if scaled to vr15/16), and from undaunted chests (assuming you are vr 15/16 at the time). Vr15/16 items will also be available as Cyrodiil PvP Rewards for the Worthy (I think).Hm.... probably yes. We'll have to wait and see.Also does this imply sets like Way of Air and Martial Knowledge will stay at vr14?
Forestd16b14_ESO wrote: »No no no no no alot of players myself included said that needing all 6 home keeps for entrey for the city is a horrible idea ZoS please love of Kyne don't make it so you need all 6 home keeps that is just a disater waiting to happen.
Also light armor rating increased by 100% ??? So you guys really are making heavy armor totaly usless now .
I can live with this. I still think Argonians are the runt of the litter when it comes to racial passives. I just have one question: does healing received count as player spells/abilities or does that apply to potions as well (I honestly don't know). If so, this buff, in addition to potions, will be quite a big boost.. and I'm happy with that.
- Argonian
- Argonian Resistance: Increased the maximum health bonus from this passive to 2/4/6% from 1/2/3%.
- Quick to Mend: Increased the bonus healing received from this passive to 3/6/9% from 2/4/6%.
Forestd16b14_ESO wrote: »No no no no no alot of players myself included said that needing all 6 home keeps for entrey for the city is a horrible idea ZoS please love of Kyne don't make it so you need all 6 home keeps that is just a disater waiting to happen.
Also light armor rating increased by 100% ??? So you guys really are making heavy armor totaly usless now .
Forestd16b14_ESO wrote: »No no no no no alot of players myself included said that needing all 6 home keeps for entrey for the city is a horrible idea ZoS please love of Kyne don't make it so you need all 6 home keeps that is just a disater waiting to happen.
Also light armor rating increased by 100% ??? So you guys really are making heavy armor totaly usless now .
Brillzies, scratch one gripe.ZOS_BrianWheeler wrote: »Forgot to get the note in there about the Generals in the Sewers should now also give the onramp quest. That should be in this patch too! Sorry gang!
Disappointed to not see:
- The angle of the map being fixed
- City on the Brink being made available from the Imperial Sewers Alliance Base General
- The Sublime Protector achievement being fixed to include The Lock and the Legion
ZOS_GinaBruno wrote: »Below, you can find the changes made to racial passives in this patch. Apologies again for the confusion; we'll update the patch notes now to reflect these changes. In addition, there was one missing patch note specifically for Imperial City, which you can also find below:
Imperial City
General
- You can now receive the quest for Imperial City from the Generals found in the Imperial Sewers, in addition to the Captains in Cyrodiil.
Combat & Gameplay
Racial
- Argonian
- Argonian Resistance: Increased the maximum health bonus from this passive to 2/4/6% from 1/2/3%.
- Quick to Mend: Increased the bonus healing received from this passive to 3/6/9% from 2/4/6%.
- High Elf
- Spellcharge: Reverted the magicka recovery bonus from this passive that was introduced in patch 2.1.0. The buff is now back to 3/6/9% from 4/8/12%.
- Nord
- Resist Frost: Increased the maximum health bonus to 3/6/9% from 2/4/6%.
- Wood Elf
- Resist Affliction: Reverted the maximum stamina bonus from this passive that was introduced in patch 2.1.0. The buff is now back to 1/2/3% from 2/4/6%.
I can live with this. I still think Argonians are the runt of the litter when it comes to racial passives. I just have one question: does healing received count as player spells/abilities or does that apply to potions as well (I honestly don't know). If so, this buff, in addition to potions, will be quite a big boost.. and I'm happy with that.