@Anorak,Will we be seeing vr16 master weapons and vr16 trial rewards with the weekly leader boards?
So much QQ round here gets listened to.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.
Forestd16b14_ESO wrote: »Pirhana7_ESO wrote: »Forestd16b14_ESO wrote: »@Pirhana7_ESO no cause it's just gonna cause a repeat of buff servers by making city servers thus making only 1 server actually used for pvp while the other 3 are gonna be a factions city server and thats best case worst case is elitest pvp guilds own 2 or even 3 servers thus completl locking out the other 2 factions for a dlc that they paid for.
6 home keeps horrid idea.
Buff servers required you to hold the ENTIRE map to give a good buff bonus and used campaiigns that were 90% empty.
For IC control you dont gain anything more by taking more enemy keeps.
Holding your 6 home keeps is completely different and teh easiest thing to accomplish on the map plus there are no empty campaigns anymore since most were removed. low population..yes but still enough to hold your home keeps.
Plus even when you do get locked out that means your FULL force is in cyrodiil trying to take back your home keeps while the enemy alliance wont be able to defend because most of their force is in IC.
Thi system has already been done on another MMO and it worked very well.
You don't see it do you. That's what AP farmers want all they have to do is hold off the players at 1 keep that's it. Here's the picture one faction PvE players are in the city alone getting there monys worth of the DLC while the other factions both PvP and PvE have to take back there one keep but thing is it is heavly defended by the controllings PvP players and unlike the PvE players the PvP players will murder them over and over again and they'll fail because the PvE players are in the wya of there PvP players thus setting up a endless farming for AP for the controlling faction and instead of staying and fighting the PvE players are just gonna move to another empty server that they control and once the PvP relize that they can't do shite there gonna move too till there's nothing but 3 city servers and 1 actual PvP server thus like buff servers cause of course the controlling faction will take over the map after the players rage quiet and move to another server and about a month down the road one elitest PvP guild is gonna march on the other servers locking out all other factions to there paid for DLC.
This is what every one who is against 6 home keeps have been trying to tell ZoS this will cause a repeat of buff servers and cause players to rage more cause they can not use there paid DLC cause some other players are trolls and griefers who have some sick fetish of ruining every one elses game time.
The timer shouldn't start until the zone is initialised, which happens right at the end of the loading period. I don't think there's more than a couple of seconds between the zone initialising and the loading screen disappearing.I'm concerned this still isn't long enough. I know I'm not the only person whose loading screens between districts were 5 seconds or less, but between sewer and district (or vice versa) were well over one minute. I hope this will be looked at further.ZOS_GinaBruno wrote: »Imperial City
General
- Added a new timed immunity buff to the doors between districts, and the ladders between districts and sewers. This immunity buff lasts for 30 seconds, and will be removed upon initiating combat, stealthing, drinking a potion or sprinting.
stevepdodson_ESO888 wrote: »"Fixed an issue that allowed those with racial passives which increased Stamina Recovery to still recover Stamina while blocking."
Does this mean that if you have the racial passive you CAN regen stam while blocking or the "fix" STOPS you from stam regen when blocking???
If it is the first then this would seem to suggest that Wood Elf with their 21% stam regen will be the best race for Tanking followed by Redguard.
Pls could you clear this up for me?
bowmanz607 wrote: »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?
what would you suggest then. even if they made it 500 health regen it would not be worth it. there is simply no viable health recovery build. yes I do think this needs to be revisited at some point. Lets get magicka and stamina balanced first.
MaximusDargus wrote: »So still 0% stamina regen while blocking? You must really hate tanks. Good luck to all the people trying to find tanks for PvE content.
Stop ruining PvE content due to your inability to balance PvP.
And ZOS, people who apparently:
- dont know what tank is
- dont play tanks
- apparently hate tanks
Still force upon as "0 stamina regen while blocking" trying to make us "happy" claiming its "for our own good"
ssewallb14_ESO wrote: »ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE-GAME PATCH
[*] Fixed an issue which was causing the Sharpened weapon trait, as well as the Champion passives Piercing and Spell Erosion, to act multiplicatively instead of additively when combined with other penetration effects.
This should be fun.
Considering Sharpened by itself was fine, even Maces. The problem was the passive in 2h (Heavy Weapons) and DW (Twin Blade/Blunt) and the way it stacked with Sharpened Maul/Maces. A Sharpened Greatsword with points in the CP Piercing worked as intended. I can't wait to see the hamfist nerf.
@ZOS_GinaBruno What happened to the patch notes regarding changes to crafted sets? The reduction of Spell Damage, Weapon Damage, changes to Willow's Path, etc? I don't see those mentioned in these new patch notes.
xarguideb17_ESO wrote: »"This testing period includes new rules for accessing Imperial City. To get into Imperial City from Cyrodiil, your Alliance must own your native six keeps defined per alliance as follows"
So if your faction as a whole is not too good at pvp, you can't enter IC? Is this rule going to affect all campaigns in production?
I don't like this. If I buy the expansion, I want to be able to play it.
Only on PTS Haderus, and PTS Haderus doesn't exist any more. (It is unknown what will happen to Live Haderus.)Its a test, they said on Haderus it will be always possible to enter ICxarguideb17_ESO wrote: »"This testing period includes new rules for accessing Imperial City. To get into Imperial City from Cyrodiil, your Alliance must own your native six keeps defined per alliance as follows"
So if your faction as a whole is not too good at pvp, you can't enter IC? Is this rule going to affect all campaigns in production?
I don't like this. If I buy the expansion, I want to be able to play it.
Forestd16b14_ESO wrote: »Pirhana7_ESO wrote: »Forestd16b14_ESO wrote: »@Pirhana7_ESO no cause it's just gonna cause a repeat of buff servers by making city servers thus making only 1 server actually used for pvp while the other 3 are gonna be a factions city server and thats best case worst case is elitest pvp guilds own 2 or even 3 servers thus completl locking out the other 2 factions for a dlc that they paid for.
6 home keeps horrid idea.
Buff servers required you to hold the ENTIRE map to give a good buff bonus and used campaiigns that were 90% empty.
For IC control you dont gain anything more by taking more enemy keeps.
Holding your 6 home keeps is completely different and teh easiest thing to accomplish on the map plus there are no empty campaigns anymore since most were removed. low population..yes but still enough to hold your home keeps.
Plus even when you do get locked out that means your FULL force is in cyrodiil trying to take back your home keeps while the enemy alliance wont be able to defend because most of their force is in IC.
Thi system has already been done on another MMO and it worked very well.
You don't see it do you. That's what AP farmers want all they have to do is hold off the players at 1 keep that's it. Here's the picture one faction PvE players are in the city alone getting there monys worth of the DLC while the other factions both PvP and PvE have to take back there one keep but thing is it is heavly defended by the controllings PvP players and unlike the PvE players the PvP players will murder them over and over again and they'll fail because the PvE players are in the wya of there PvP players thus setting up a endless farming for AP for the controlling faction and instead of staying and fighting the PvE players are just gonna move to another empty server that they control and once the PvP relize that they can't do shite there gonna move too till there's nothing but 3 city servers and 1 actual PvP server thus like buff servers cause of course the controlling faction will take over the map after the players rage quiet and move to another server and about a month down the road one elitest PvP guild is gonna march on the other servers locking out all other factions to there paid for DLC.
This is what every one who is against 6 home keeps have been trying to tell ZoS this will cause a repeat of buff servers and cause players to rage more cause they can not use there paid DLC cause some other players are trolls and griefers who have some sick fetish of ruining every one elses game time.
xarguideb17_ESO wrote: »"This testing period includes new rules for accessing Imperial City. To get into Imperial City from Cyrodiil, your Alliance must own your native six keeps defined per alliance as follows"
So if your faction as a whole is not too good at pvp, you can't enter IC? Is this rule going to affect all campaigns in production?
I don't like this. If I buy the expansion, I want to be able to play it.
In fact, I'd like to be able to enter IC without touching my feet in the old Cyrodiil.
Enough of the horse-simulator. I crave for fast-paced pvp, as was possible when we had forward camps.
Brasseurfb16_ESO wrote: »bowmanz607 wrote: »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?
what would you suggest then. even if they made it 500 health regen it would not be worth it. there is simply no viable health recovery build. yes I do think this needs to be revisited at some point. Lets get magicka and stamina balanced first.
If they made it a 500 health regen, with my current build it means I would have an additional 1300 health regen just by picking this stone, which is like having 2 rally buff ticking at the same time on my character. Just because you can't see a viable health regen build doesn't mean it does not exist. And with stamina regen beeing nerfed while you block, you will need a lot of extra sustain from either magicka regen or health regen if you don't want to drop dead the moment you stop blocking. Also people keep forgeting that health regen is the only stat that doesn't get nerfed in PvP. So that Battlespirit buff makes your health regen twice as strong as it would be in PvE...
Edit : Like I suggested before,
All ZOS has to do is fusing the Armour and Spellresist mundus stone together (since those are weak in general) and make one of the remaining the new base health regen stone. This way, everyone end up with a good bargain.
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
This just gives people a reason to do the non-vet dungeons as they have a chance of dropping something useful. Silver Keys have had no reason to exist.Honestly don't believe silver keys should drop the undaunted helm sets as many people complain about vet dungeons being too easy. Also the new vr16 templates don't have their skills leveled to be morphed.
MaximusDargus wrote: »So still 0% stamina regen while blocking? You must really hate tanks. Good luck to all the people trying to find tanks for PvE content.
Stop ruining PvE content due to your inability to balance PvP.
And ZOS, people who apparently:
- dont know what tank is
- dont play tanks
- apparently hate tanks
Still force upon as "0 stamina regen while blocking" trying to make us "happy" claiming its "for our own good"
Come on man you keep posting this 10 times per day. how about you use the time to learn how to deal with the changes instead and adapt. it's easy. really.