It's only 70% if it's not absorbing damage, meaning you're either not in a fight, or stacking another on top.You have reduced 70% (!) of the current shields time, ...Now that would be a hard nerf for those that don't stack multiple shields. A shield that actually absorbs damage doesn't need to last 20s.Why not leaving the time (20sec) intact, but if needed, nerf the power of the shields?
Prox was the only single target burst I had as mDK
It had to be timed just right with deep breath, meteor, and fossilize.
Dang.
RedneckProphet wrote: »I DESPISE the fact my vet ranks are being judiciously removed after I worked so hard for them. Champion points don't give half the progression or accomplishment VR do. If I can no longer level and all I get is a bunch of points that are capped (lowly I might add) and only add a fraction of a percent of progression, I really see no sense in playing any longer.
cpuScientist wrote: »Oh my gosh I just saw the DK's poison morphs. So I go from a bad ass fire breather to freaking throwing up on people. WTH that looks horrid. Screw that! It's so ugly!!!
cpuScientist wrote: »Oh my gosh I just saw the DK's poison morphs. So I go from a bad ass fire breather to freaking throwing up on people. WTH that looks horrid. Screw that! It's so ugly!!!
Yeah, I don't like that they changed the entire theme of a class from Fire to Poison. I can see that they are trying to bring some of the less popular afflictions into the game such as poison and disease...but DKs should not have been touched. We are fire!
If they really wanted to bring poison and disease in then maybe give the poison stuff to NBs and Disease to Vamps or WWs.
Pirhana7_ESO wrote: »cpuScientist wrote: »Oh my gosh I just saw the DK's poison morphs. So I go from a bad ass fire breather to freaking throwing up on people. WTH that looks horrid. Screw that! It's so ugly!!!
Yeah, I don't like that they changed the entire theme of a class from Fire to Poison. I can see that they are trying to bring some of the less popular afflictions into the game such as poison and disease...but DKs should not have been touched. We are fire!
If they really wanted to bring poison and disease in then maybe give the poison stuff to NBs and Disease to Vamps or WWs.
They aren't changing he entire class just the stamina side (skills to poison) Fire is on the same table as spell damage, poison is on the same table as weapon damage. See where they are going? Now as a stamina build your newly changed poison skills are getting the benefit of your stamina build and doing ALOT more damage. Magika a builds are still fire.
MarrazzMist wrote: »cpuScientist wrote: »MarrazzMist wrote: »Am I reading this right, it is fabulous time to be dual wielding stamina dragonknight? Wow yes, I'm finally fasionable, once in every couple of years. I'm going to enjoy it while it lasts.
Earlier I wasn't too enthusiastic for rumours of fighters skill line, but now in the patch notes it looks great. It only makes sence to me to have one universal skill line all stamina, one all magicka.
Most of all, I can't wait to test new dual wield. The skill line feels synerergize better with itself, and has sustain. I'm even tempted to download PTS, so eager, I don't know if it fits to my computer...
Duelweild stam dk was already viable, in fact it is one of the best DPS in the game. What are you going on about? But it is exciting that it is even better now, dual wield is in a heck of a spot right now I tell you what...
Well yes, I know excelent builds especially for group dungeons and Maelstrom using DW, accombanied with other weapon. This is just personal enthusiasm, I think my main stam DK will be soon as fun to play as my magica NB at the moment. Great opportunities with DW. And other stamina changes.
Mojomonkeyman wrote: »SturgeHammer wrote: »Oh.... Whelp maybe I am wrong but that change to wrecking blow just made Stam Sorc a lot worse in pvp, unless they provide another reliable melee range stun.
Or maybe you should go play nightblade if you were relying on wrecking blow to make stam sorc work...
Pirhana7_ESO wrote: »cpuScientist wrote: »Oh my gosh I just saw the DK's poison morphs. So I go from a bad ass fire breather to freaking throwing up on people. WTH that looks horrid. Screw that! It's so ugly!!!
Yeah, I don't like that they changed the entire theme of a class from Fire to Poison. I can see that they are trying to bring some of the less popular afflictions into the game such as poison and disease...but DKs should not have been touched. We are fire!
If they really wanted to bring poison and disease in then maybe give the poison stuff to NBs and Disease to Vamps or WWs.
They aren't changing he entire class just the stamina side (skills to poison) Fire is on the same table as spell damage, poison is on the same table as weapon damage. See where they are going? Now as a stamina build your newly changed poison skills are getting the benefit of your stamina build and doing ALOT more damage. Magika a builds are still fire.
This ^ basically, poison is better for stamina/weapon damage builds.
Expert/Camo Hunter changes are bad. Why would you not just run Inner Light which procs MotG, gives crit, and reveals hidden enemies (<---reveal is a stupid perk, shouldn't be on more abilities). What's the point in knowing if they are undead/daedra if the ability doesn't do anything more to them?????
cpuScientist wrote: »Oh my gosh I just saw the DK's poison morphs. So I go from a bad ass fire breather to freaking throwing up on people. WTH that looks horrid. Screw that! It's so ugly!!!
What I also like about this patch, is that in your character overview, your character is shown with the costume and NOT with the underlying Armor.
Also your Mount is added to the picture.
ZOS_GinaBruno wrote: »@ZOS_GinaBruno
This one found something odd in the werewolf notes.
Call of the Pack: Redesigned this passive ability so it now reduces the cost of staying in Werewolf form by 10/20% for each transformed Werewolf in your group, including yourself, up to a maximum of 40/80% at Ranks I/II.
Currently there is no cost to stay in form as it's done a timer, and that time is increased by various means. So is this note incorrect or has there been a major revision of how the ultimate works?
The timer, in the case of werewolves, is the second Magicka bar that's underneath your main Magicka bar. For this change, the decrease is the decay rate for the Werewolf "resource" bar, if you will.
OMG! Thank you ZoS! Those Vampire changes are absolutely fantastic, I bloody well love you! I feared the worst, yet it came out good! These changes are amazing, please, please do not change them again!
I love the fact that they're now more in-line with TES vampires, as they become stronger by the longer they go without feeding, but in return, gets more weaknesses, it fits perfectly, and the big stage timer change to a whole 6 hours is fantastic for all roleplayers, and all those that wish to remain in the lesser stages of vampirism.
I applaud you ZoS, as a vampire fanboy in Elder Scrolls THANK YOU!<3
Ethromelb14_ESO wrote: »OMG! Thank you ZoS! Those Vampire changes are absolutely fantastic, I bloody well love you! I feared the worst, yet it came out good! These changes are amazing, please, please do not change them again!
I love the fact that they're now more in-line with TES vampires, as they become stronger by the longer they go without feeding, but in return, gets more weaknesses, it fits perfectly, and the big stage timer change to a whole 6 hours is fantastic for all roleplayers, and all those that wish to remain in the lesser stages of vampirism.
I applaud you ZoS, as a vampire fanboy in Elder Scrolls THANK YOU!<3
I just wish they increased our abilities list, and lowered the casting cost of vampire abilities at stage 4 to compensate for a 75% fire weakness. Make it worth the while or something by reducing cost by 50%, at least.
I also want to know if this new stage one -zero percent- to everything is going to come with a new skin appearance that allows for blending in to society more?
TX12001rwb17_ESO wrote: »What the hell are you on about? take another look as the vampire, they are just as weak now when starved as they were before and that never made sense anyway for one the VL in Skyrim became stronger by Feeding not the other way around and now there is no reason to feed at all (we are already use to the fire weakness, which having it different on each stage doesn't make sense either as Vampires reason to being weak to fire is because they are dead not because they are vampires) and now there is no reason to feed at all more so considering that all you need to do is use mist form 12 times to go up a stage which means you can't stay in stage 1 if you want to fight as a vampire.OMG! Thank you ZoS! Those Vampire changes are absolutely fantastic, I bloody well love you! I feared the worst, yet it came out good! These changes are amazing, please, please do not change them again!
I love the fact that they're now more in-line with TES vampires, as they become stronger by the longer they go without feeding, but in return, gets more weaknesses, it fits perfectly, and the big stage timer change to a whole 6 hours is fantastic for all roleplayers, and all those that wish to remain in the lesser stages of vampirism.
I applaud you ZoS, as a vampire fanboy in Elder Scrolls THANK YOU!<3
"You must unlearn what you have learned." - Yoda
The following should be available for free in the crown store for the first week after this goes live:
Respec of Skill Points
Respec of Champion Points
Respec of Attributes.
This way it's optional and the whiners won't be affected.
Also, I think gold and purple crafted items should be able to be deconstructed for a FULL REFUND of the materials used for the first week as well. None of our very expensive custom gear is going to work the same.
zZzleepyhead wrote: »Mojomonkeyman wrote: »SturgeHammer wrote: »Oh.... Whelp maybe I am wrong but that change to wrecking blow just made Stam Sorc a lot worse in pvp, unless they provide another reliable melee range stun.
Or maybe you should go play nightblade if you were relying on wrecking blow to make stam sorc work...
So instead of playing the way he wants he should reroll to the FOTM. Idk see why not...WB stun moved to Incapacitating strike because, ya know.. those NBs were having a tough time controlling fights? Why not take the best trait off the strongest universal stamina ability and give it to the already over powered class. I'm all for the WB nerf, and as a Stam DK it doesn't effect m3, but if you don't have sympathy for Stam sorc you should probably review the skills/builds available to them.
cpuScientist wrote: »Pirhana7_ESO wrote: »cpuScientist wrote: »Oh my gosh I just saw the DK's poison morphs. So I go from a bad ass fire breather to freaking throwing up on people. WTH that looks horrid. Screw that! It's so ugly!!!
Yeah, I don't like that they changed the entire theme of a class from Fire to Poison. I can see that they are trying to bring some of the less popular afflictions into the game such as poison and disease...but DKs should not have been touched. We are fire!
If they really wanted to bring poison and disease in then maybe give the poison stuff to NBs and Disease to Vamps or WWs.
They aren't changing he entire class just the stamina side (skills to poison) Fire is on the same table as spell damage, poison is on the same table as weapon damage. See where they are going? Now as a stamina build your newly changed poison skills are getting the benefit of your stamina build and doing ALOT more damage. Magika a builds are still fire.
This ^ basically, poison is better for stamina/weapon damage builds.
Yes it's better, doesn't look good though killed the theme, this feels like a different class now, and just really looks like total crap. Dragon knight no more, all they had to do was make a new damage type called whatever and made it atleast loom somewhat cool not like I have projectile vomit.... This is not the exorcist...