cpuScientist wrote: »One thing though the poison looks bad LOL, went from fire breathing baddass to puking on everybody.
So, you will not gain any skills points for "levelling" after level 50.ZOS_GinaBruno wrote: »You’ll keep all your hard-earned attribute and skill points you received from gaining Veteran Ranks, and new players will instead earn them while leveling up to level 50.
- You will receive 2 points every level that ends in a 5
- You will receive 3 points every level that ends in a 10
- You will continue to get 1 point for levels 2-49
So... everybody will be dropped to (max) 40 CPs and need to grind back to 501?
- Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16.
- Abilities no longer increase their cost by 1% per Veteran Rank, but will now increase at their normal rate for every 10 Champion points, up to a cap of 160.
- The Champion Point cap will remain at 501 for this update.
I'm really happy that costumes will be seen in Character Select, that's super great! Have been waiting for this for ages. Also can't wait for additional character slots, great news too. And locking important items is also really cool, I'm always afraid I might sell or deconstruct something I shouldn't.
lordrichter wrote: »
@hrothbern Are you guys talking about Disguises? If so, they're not Costumes (yet), which is why they aren't shown.JipI'm really happy that costumes will be seen in Character Select, that's super great! Have been waiting for this for ages. Also can't wait for additional character slots, great news too. And locking important items is also really cool, I'm always afraid I might sell or deconstruct something I shouldn't.
But it only does so for Crown Store costumes, NOT for costumes you loot in the game :-(
ZOS, could you please make it possible for looted costumes as well ?
@lordrichter , thanks for your post. I tested it, and it is indeed so :-(lordrichter wrote: »
@Aldahen I think you have misunderstood. Any character above Level 4 and below VR16 should have any missing skill points added on, and nobody is having their CPs reduced. The "Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16" is added on top of your current CP total.So, you will not gain any skills points for "levelling" after level 50.ZOS_GinaBruno wrote: »You’ll keep all your hard-earned attribute and skill points you received from gaining Veteran Ranks, and new players will instead earn them while leveling up to level 50.
- You will receive 2 points every level that ends in a 5
- You will receive 3 points every level that ends in a 10
- You will continue to get 1 point for levels 2-49
This means that any character on your account above level 4 and below VR16 will have lower potential skill points than others.So... everybody will be dropped to (max) 40 CPs and need to grind back to 501?
- Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16.
- Abilities no longer increase their cost by 1% per Veteran Rank, but will now increase at their normal rate for every 10 Champion points, up to a cap of 160.
- The Champion Point cap will remain at 501 for this update.
(the ability cost increase will stop at 160 CPs)
Pirhana7_ESO wrote: »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?????
While i do miss the big damage opener from Camo it is still very good to be on your skill bar. it just basially has a PVP only use now.
Inner Light is spell crit, Camo is weapon crit, they are completely different and for the opposite builds.
Camo not only has the crit, but will also give you the 8% damage buff, as well as raise your weapon damage by 3% for being on the skill bar.
@hrothbern Are you guys talking about Disguises? If so, they're not Costumes (yet), which is why they aren't shown.JipI'm really happy that costumes will be seen in Character Select, that's super great! Have been waiting for this for ages. Also can't wait for additional character slots, great news too. And locking important items is also really cool, I'm always afraid I might sell or deconstruct something I shouldn't.
But it only does so for Crown Store costumes, NOT for costumes you loot in the game :-(
ZOS, could you please make it possible for looted costumes as well ?
@lordrichter , thanks for your post. I tested it, and it is indeed so :-(lordrichter wrote: »
kasa-obake wrote: »I know it's just been a couple of hours, but I'm surprised at how few sorcs are raging at those changes. I mean Dawnbreaker, come on! What the hell are sorcs supposed to use instead now in PVP? (keep in mind that all other ultis cost far more, and overload spam is just plain insulting).
Also, yes yes harness magicka absorbing all damage, kuddos on that. But with that reduced duration, you'll run out of resources before managing to shieldstack. Seriously, how on earth are you supposed to put out decent damage with the deto+dawnbreaker+curse combo being rendered virtually useless, and at the same time shieldstack for your life?
ShalidorsHeir wrote: »why there is not a stam and a mana morph of the guilds ultimates???
Astanphaeus wrote: »ZOS_GinaBruno wrote: »[*]Nirnhoned: This trait now increases the damage of the weapon.
Why would you do this? There is already a weapon damage enchant when there isn't a spell damage one. Who thought it was a good idea to get rid of one of the few magicka user traits to replace it with more weapon damage?
@Aldahen I think you have misunderstood. Any character above Level 4 and below VR16 should have any missing skill points added on, and nobody is having their CPs reduced. The "Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16" is added on top of your current CP total.So, you will not gain any skills points for "levelling" after level 50.ZOS_GinaBruno wrote: »You’ll keep all your hard-earned attribute and skill points you received from gaining Veteran Ranks, and new players will instead earn them while leveling up to level 50.
- You will receive 2 points every level that ends in a 5
- You will receive 3 points every level that ends in a 10
- You will continue to get 1 point for levels 2-49
This means that any character on your account above level 4 and below VR16 will have lower potential skill points than others.So... everybody will be dropped to (max) 40 CPs and need to grind back to 501?
- Each Veteran Rank will grant 2.5 Champion Points, up to a maximum of 40 points at VR16.
- Abilities no longer increase their cost by 1% per Veteran Rank, but will now increase at their normal rate for every 10 Champion points, up to a cap of 160.
- The Champion Point cap will remain at 501 for this update.
(the ability cost increase will stop at 160 CPs)
Are you guys talking about Disguises? If so, they're not Costumes (yet), which is why they aren't shown.
lordrichter wrote: »Are you guys talking about Disguises? If so, they're not Costumes (yet), which is why they aren't shown.
Yeah, the patch notes are pretty clear on what will be shown, but my point is that the overall feature is incomplete. They render the character on the character select screen down the the dye on the armor and the weapons carried. Now they include the pet and mount, as well as the costume. While I have not checked, I assume the possibility that the mount is rendered based on riding training, too. It is so close to being complete, but it is not.
I refer to the disguise as a costume because, after the disguise is no longer needed, it works fine as a costume. I use them a lot for that purpose.
ZOS_GinaBruno wrote: »Changes to Imperial City
We’ve introduced a number of changes and improvements to Imperial City in this update:
Districts can now be captured via mechanics similar to Resources in Cyrodiil.
A single flag is located in each District, and is guarded by a few Alliance Guards.
Ownership of a District confers a 33% Tel Var Stone bonus to all Tel Var Stone gains in the Districts.
Ownership of a District also controls whether you can respawn in that District via a PvE or PvP death.
If your Alliance doesn’t control any Districts and you die in the Districts, you will respawn in the Sewers.
You will now lose 50% of your Tel Var Stones for both a PvE or PvP death. Previously, you would lose 10% of your Stones for a PvE death, and 80% for a PvP death.
Rebalanced the monsters in Imperial City to make moving around the city easier for the solo player.
Bosses remain targeted at two player characters.
Patrolling Horrors and Xivkyn elite are best handled by four or more, but their attacks are now less likely to kill you in one hit.
@ZOS_GinaBruno - Could we get a confirmation that controlling a district generate points for your faction on the campaign scoreboard? With populations still shared between Cyrodiil and Imperial City, if the district capture system doesn't have any incentive with the war happening in Cyrodiil, it will be a huge problem for people who care about the campaign.
Sure, but functionally they work differently, not least that the disguise can get immediately removed without any player action just by entering combat.lordrichter wrote: »Yeah, the patch notes are pretty clear on what will be shown, but my point is that the overall feature is incomplete. They render the character on the character select screen down the the dye on the armor and the weapons carried. Now they include the pet and mount, as well as the costume. While I have not checked, I assume the possibility that the mount is rendered based on riding training, too. It is so close to being complete, but it is not.Are you guys talking about Disguises? If so, they're not Costumes (yet), which is why they aren't shown.
I refer to the disguise as a costume because, after the disguise is no longer needed, it works fine as a costume. I use them a lot for that purpose.
Mojomonkeyman wrote: »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.
I am a stam sorc.... prolly one that has more playtime on it than most of the other stam sorcs on this forum combined.
I just have no sympathy for anyone relying on wrecking blow. That skill caters to noobs, it needed a heavy nerf. Get better and explore other tools available to you instead of going the path of forum whining. If you are not willing (since about everyone is able to) to get better, chose an easier setup, i.e. nightblade but dont cry about necessary nerfs.
ZOS_GinaBruno wrote: »Uppercut: This ability and the Wrecking Blow morph no longer knockback and stun enemies hit.ZOS_GinaBruno wrote: »Dizzying Swing will no longer apply the Minor Maim debuff to enemies hit; instead, it will add a knockback and stun to the ability.
Sure, but functionally they work differently, not least that the disguise can get immediately removed without any player action just by entering combat.lordrichter wrote: »Yeah, the patch notes are pretty clear on what will be shown, but my point is that the overall feature is incomplete. They render the character on the character select screen down the the dye on the armor and the weapons carried. Now they include the pet and mount, as well as the costume. While I have not checked, I assume the possibility that the mount is rendered based on riding training, too. It is so close to being complete, but it is not.Are you guys talking about Disguises? If so, they're not Costumes (yet), which is why they aren't shown.
I refer to the disguise as a costume because, after the disguise is no longer needed, it works fine as a costume. I use them a lot for that purpose.
An interesting thing to note is that in the data files, the disguises already have costume-interface icons ready for them, so I imagine it's only a matter of time before they get moved to Costumes. As VaxtinTheWolf said, and has been said many times before, the easiest way to do this would be to provide the "costume" at the end of the quest where the "disguise" is used. Then you can decide for yourself whether to keep the disguise item itself or not. It could possibly just be removed, but they sometimes remain functionally useful if you want to pass through the quest area unhindered, so leaving it up to the player whether or not to remove it would be better.
@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?
jamesharv2005ub17_ESO wrote: »With these damage shields Ive seen sorcs pull an entire dungeon of mobs onto themselves then just spam AOEs while not being hurt at all. Sorry but that was too OP and that doesnt even include PVP. Pretty sure thats not what they intended with those damage shields.