ThatNeonZebraAgain wrote: »
Of the things mentioned in the patch notes, this disappoints me the most. It's not a dynamic or truly useful way to spend AP -- it doesn't help the Alliance War or combat against other players. It comes across as a "throw the people with tons of AP a bone" rather than an interesting way to tie the motif into the game world or to crafting like they did with Ancient Orc. I'm fine with it staying, however, so long as they give us another way to get it outside of AP, such as from Cyrodiil bosses or delves. Also, why not in Craglorn? That is where the style is already available in some gear sets...
ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES - DLC GAME PACK
Crafting Node Scaling
- Raw materials in Wrothgar will look like (and drop) materials based on the peak of your aptitude in the craft they are associated with. This applies to Blacksmithing, Woodworking, Clothing, Enchanting, and Alchemy Water in Wrothgar.
- For example, if you have Metalworking 9 and Woodworking 1, you will encounter Voidstone Ore and Maple Wood in the wild since your Metalworking level is high, but Woodworking is of a lower level.
- If your tradeskill mastery is sufficient to work in Rubedite, Ruby Ash Wood, or Ancestor Silk, you will have a chance at encountering them in the world.
- Hide that is normally provided by an animal will scale to the Tailoring rank of the player character looting the animal. This is to ensure everyone gets materials they can use, at any level.
- Player characters in a group with differing ranks in Tailoring will all get different levels of hide.
You're thinking of the Yokudan style probably. The Akaviri style has always been a PvP set style. It's the style on the original alliance-armour and weapons such as "Covenant Cuirass, Dominion Sword, Pact Breeches" etc, which you by the way earn (earned?) by gaining AP
Draconic Heart
Dark Talons: This ability’s root is no longer blockable.
ThatNeonZebraAgain wrote: »
Ahh you are correct! But my main point still stands.
@ZOS_GinaBruno, So on my V1 Alt Master Crafter, I will be getting V16 mats and V16 hide from animals. But on my V16 main (which I use to gather mats) I will be getting all LVL 1 mats since I don't have any skill points to put into crafting.
Basically what your saying is I need to level all my crafting on all my alts to get useful mats. I feel sorry for those people that skipped content on alts and grinded them to V16 and have very limited skill points! No useful mats for you!
Would make more since if you looted stuff in your LVL range and not based on your crafting level. This would help ensure that "Everyone gets mats that are useful to their character!"
When you have players who have so many Champion Points that they can solo one of the 12 player trials then it's definitely time to put CP caps in place.Please... PLEASE rethink the CP cap entirely.
The whole CP system was created with it's own diminishing returns and scalability. Why ... WHY do you insist on adding a hard-cap to the only value that many players see as their only end-game pve benefit?
CP do not need a cap - they just need attention!
PLEASE rethink the cap - all you REALLY need to do is to use the tools it already has built into it. All it really needs is a heavier-handed DR system and the tweaks to the scale / speed at which they can be earned. Implement the scale changes you already have, weaken the values received for points spent across the board, and make the DR more stringent.
DO NOT CAP CP! FFS...
Please... PLEASE rethink the CP cap entirely.
The whole CP system was created with it's own diminishing returns and scalability. Why ... WHY do you insist on adding a hard-cap to the only value that many players see as their only end-game pve benefit?
CP do not need a cap - they just need attention!
PLEASE rethink the cap - all you REALLY need to do is to use the tools it already has built into it. All it really needs is a heavier-handed DR system and the tweaks to the scale / speed at which they can be earned. Implement the scale changes you already have, weaken the values received for points spent across the board, and make the DR more stringent.
DO NOT CAP CP! FFS...
ZOS_GinaBruno wrote: »[*] White-Gold Tower (Normal & Veteran)
- Decreased the interaction time on the Inhibitor Pinion.
So vampire Mist form still gonna be bugged and CC effects will go through it?
Some would dispute that running around the Scar in Craglorn with an OP Sorc build for hours on end, or using one of the mny XP exploits amount to an accomplishment.The problem with the level cap is that you have pretty much stuck it to some of your most dedicated players. You need to increase the diminishing returns, not completely strip players of their accomplishments. This implementation was poorly done by ZOS. Many people support this change because it helps them. The problem is you could have helped them without COMPLETELY eliminating what others have accomplished. Will ZOS be issuing a refund for XP scrolls purchased?
So, some new styles are now PVP-only, right?ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES - BASE-GAME PATCH
Akaviri Crafting Style
The secrets of the Akaviri crafting style have been uncovered by scholars on the front lines of the Alliance War!
- Siege merchants in Cyrodiil will sell chapters of the Akaviri Style for large amounts of Alliance Points.
- To learn an Akaviri style chapter, you must have at least Rank 9 in at least one of the Metalworking, Tailoring, or Woodworking passives.
- The merchants will also sell the raw style material needed to craft Akaviri items, Ancient Scale, for a modicum of Alliance Points.
- You must refine ten Ancient Scales together into one Goldscale in order to use it in crafting Akaviri arms and armor.
- Once refined together into Goldscale, the item is immediately bound to your account. If you wish to trade them, you must do so in their unrefined form!
So, some new styles are now PVP-only, right?
@anitajoneb17_ESO I haven't played the dungeon so I can't be sure, but to me it suggests something like this:anitajoneb17_ESO wrote: »
Does anyone understand what that means / implies in terms of strategy for that boss and could take a few minutes to explain ? I don't figure it out...
PsychoKRATOS1 wrote: »In terms of champion points.... "a lot" what is "a lot" ?
What's the xp reduced to? Is there different xp rates for different amounts of cp? Pretty vague
Dissolve into a dark mist to reduce all damage dealt to you by 75%. While active, you are also invulnerable to control effects and healing magic
If you mean.... cc won't effect it.... would be kinda strange to have talons effect mist. Or fear to effect a werewolf or vampire in general for that matter, which it does... I find this weird. You cannot catch the wind!
anitajoneb17_ESO wrote: »@Enodoc
Thanks for your interest in my question... however, if you haven't tried that fight, I'm afraid you cannot really understand... basically, this "pinion" looks and works like a dark anchor pinion. It's linked to a big bad boss called "the planar inhibitor" and while we fight said boss, we have to keep the pinion closed all the time, otherwise it spawns adds, aoes and plenty of deadly things. The pinion keeps reopening itself at regular, short intervals so we have to close it again. If we don't, well the nasty things happen but the interaction is still possible without time limit so I don't see the point of "shortening interaction time", which would imply that after 2 seconds the pinion would be doomed to remain open (and the party wipes soon after). Sounds pretty senseless.
If it means that the pinion will reopen quicker than it currently does after being closed, it would mean a significant increase in the difficulty of a fight which is imho already troublesome enough.
I hope it means that the *animation* for it, which immobilizes the player in the middle of potential AOEs will be reduced so that closing it will be quicker and less dangerous, that would make this encounter slightly easier.
But that also could be a wrong interpretation.. ideas anyone ? @ZOS_GinaBruno , is it possible for you to enlighten us ?