Lord_Dexter wrote: »Vampires should not get passive regeneration without having an ability slotted....you took that away from werewolves because it was "too strong" so you cant turn around and say its ok for vamps....
WW are so powerful after transformation, they got good healing. I mostly do Dungeons all the time and never saw usually WW dying (after transformation) but Vampires are weaker and dying very frequently with few powerful Flame shots.
x5ofspadez wrote: »RIP Magicka Sorc.
What made them think that changing wards from 20 to 6 seconds was a good idea? anyone?
Ethromelb14_ESO wrote: »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
Exactly! Tell'em again. The vampire update is feces.
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...
.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.
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.
My characters will be delighted to hear that the magic to change their disguises into costumes is there.
all of this looks awsome, exept... dark stalker >_< that s the only reason of beeing a vampire, you made all those cool changes to make vampire interesting again, but what s the point of beeing vamp stage 1 if you don t have the speed bonus, I think people will keep on beeing stage 4
I have 2 propositions: -dark stalker stays normal, but: you stay stage 1, 2 houres, stage, 2, 4 houres, stage 3, 6 houres, so you would have to stop what you re doing to feed
-you get a speed bonus per stage, stage 1: duck speed + 25% of the normal speed, stage 2, 50% ... until 100% (normal standing speed)
Sweetpea704 wrote: »Okay, so what about your level V2 toon. Are you going to give him the Attribute Points and Skill Points to catch him up to my V16 toon? I'm asking this because I have noticed that my V2 did NOT receive any attribute points or skill points to catch him up when I played him in PTS. I was having a pretty hard time with the River Troll because of that discrepancy in health and magicka, especially. I didn't have any problem with my V16 character.
Why do we continue to nerf Sorc ? You have nerfed harden ward so that it does not cover the life bar like it use and the sorcs life is already low compared to a DK who can shield stack like no tomorrow and now you are talking about making it only last for 7 seconds. Heck you messed up Mage light with this cast and it goes away as fast as you cast it. Do you just want people to not play the Sorc ?