@Xantaria they changed the tooltop for Guard this patch:
" Warp the space around you to intercept (x) projectiles targeting your allies, taking the damage yourself instead.
While toggled, costs (x) Stamina each second and an additional (x) Stamina for each projectile you intercept." <- last patch
and added "While toggled stamina does regenerate" to make the skill "viable" now that you don't otherwise regen stamina while blocking.
If it wasn't supposed to mean that you're supposed to regen stamina while blocking, then i don't see why they would add that tooltip this patch, but ofc i could be wrong
Last patch: Guard active = regen stamina while blocking - and while not blocking
This patch: Guard active= no stamina regen while blocking - but stamina regen while not blocking
Last patch: no tooltip saying "while toggled stamina does regenerate"
This patch: tooltip added "while toggled stamina does regenerate"
I hope it makes sense
If this tooltip is new then I'm mistaken here, sorry. I'll add it then! Thanks!
ontheleftcoast wrote: »I don't see the camo hunter + beast trap exploit listed. This is rather nasty -- it allows one player to wipe out an entire party without engaging in combat and loot thousands of TV. Apparently the rearming happens multiple times per second and it increases damage to ridiculous amounts -- 25K is common and I've heard of over 50K. It can also leaves the victims in a broken state unable to interact with the environment or even resurrect properly. You have to logout, login and face the long loading screen and the possibility of getting booted from IC/Cyrodiil. And while solo players doing this is bad if a team decides to take advantage of this they can use it to bottle everyone inside their starting area in a zone making the sewers all but unplayable until a large enough zerg with the right skills can break thru and sweep the sewers clean. This has "game breaking exploit" written all over it.
Greetings Zenimax / Players,
Encase (Sorcerer): This ability's radius is much smaller than displayed.
ontheleftcoast wrote: »I don't see the camo hunter + beast trap exploit listed. This is rather nasty -- it allows one player to wipe out an entire party without engaging in combat and loot thousands of TV. Apparently the rearming happens multiple times per second and it increases damage to ridiculous amounts -- 25K is common and I've heard of over 50K. It can also leaves the victims in a broken state unable to interact with the environment or even resurrect properly. You have to logout, login and face the long loading screen and the possibility of getting booted from IC/Cyrodiil. And while solo players doing this is bad if a team decides to take advantage of this they can use it to bottle everyone inside their starting area in a zone making the sewers all but unplayable until a large enough zerg with the right skills can break thru and sweep the sewers clean. This has "game breaking exploit" written all over it.
In case it hasn't been posted here yet, there's an exploit being used in the IC Sewers that has to do with Re-arming trap. It's one shotting people and some entire groups. It needs a fix asap. This one cannot wait for a DLC Update and needs a Hotfix done pretty quickly. There are multiple users doing this on PC NA. I submitted a bug report the other day on it.
@ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_RichLambert any help you guys can provide on a fix for the Trap exploit would be greatly appreciated. People are loosing thousands of Tel Var stones to this exploit daily. These people clearly know it's a cheat and continue to use it.
LaucianNailor wrote: »Experienced today after the 2.1.7 patch (Mac).
After exiting combat (intermittently), the cursor doesn't react to objects that can be interacted with i.e corpse. Crosshairs stay open and no 'E' pops up. Only way to clear that I've come across is to log out and back in (done this over 8 times in the past few hours, which is a pain). /reloadui has no effect on this.
rfennell_ESO wrote: »I'll put this here, seems ignored where I thought it should be.
http://forums.elderscrollsonline.com/en/discussion/216862/bug-piercing-mark-pve-and-pvp-issue#latest
PVE
When you cast Piercing Mark (Nightblade morph of Mark Target) on a moving mob the mob stands in place but isn't there they keep moving but you see them at the position where they are marked. They will start moving again, but again will not be where they are... their true position is as if they kept moving as they were and not for when they stopped moving when marked. I can confirm it operates like this with piercing mark, I assume it's the same with all the version of mark target.
PVP
Is Piercing mark supposed to be purgeable? Being it's the only true counter to dark cloak and stealth, should it be affected by purge? It's not affected by dark cloak (you can not remove it with dark cloak, but you can remove it with cleanse and purges). I get why it would be unaffected by dark cloak, but shouldn't it also be unaffected by purges?
To clarify more on the pve issue, basically at the point you "mark" any mobile target it becomes desynced in position. ie where you see them on screen is not where they actually are. You can't use any melee attacks on them because where you see them the aren't. You can use ranged abilities, ambush, crit charge etc. But you will move to a location where the mob you see isn't at, and by the 2nd attack they usually warp back to their true position.
Typical Desync issue, yep. I've played Path of Exile :') . Marking a mob seems to make his position client sided (predicted), whereas his true position is unknown to you. When trying to damage the mob in meelee range you can not hit it because it's at a different position on the server. Trying to damage it will also force a resync from the server which leads to the warping you noticed. After the warp you should be seeing the correct position. Atleast for that moment. I wonder why marking a target is client sided ... but well ... this goes deep into their netcode. Desync issues are not easy to fix. I will add this later!
Purge is supposed to rid you of Mark Target and always has.rfennell_ESO wrote: »PVP
Is Piercing mark supposed to be purgeable? Being it's the only true counter to dark cloak and stealth, should it be affected by purge? It's not affected by dark cloak (you can not remove it with dark cloak, but you can remove it with cleanse and purges). I get why it would be unaffected by dark cloak, but shouldn't it also be unaffected by purges?
Lava_Croft wrote: »Purge is supposed to rid you of Mark Target and always has.
Dark Cloak removes DoT's and Mark Target is not a DoT.
'Trivial' meaning people have to dedicate a slot on their skill bar just to be able to Purge Mark Target?rfennell_ESO wrote: »
Fair enough point on dark cloak, I know it used to say effects but it currently just says damage over time (sans effects).
But I'm just pointing out the absurdity of having the only way of single target stealth prevention being trivially eliminated by the biggest offender of stealth/invis abuse.
Given the fact that nearly every competent Magicka Nightblade is now a competent Stamina Nightblade, your statement comes across as false.rfennell_ESO wrote: »I'm not even saying it should be nerfed, just asking for clarification if the ability is intended to be easily purged.
I can tell you this though, you can't do this as a stamina nightblade. So, on top of everything in favor of magicka nightblades right now is the ability to remove the only way of preventing them from cloaking and cloaking intended.
That's what will get cloak nerfed imo, and if you listen to the devs they are already looking at a cloak nerf, when the fact that magicka nightblades are just purging piercing might be the bulk of the problem.
Lava_Croft wrote: »I purge piercing marks and want to keep purging them.