jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »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.
So you think not only should you not have to level him to vr16 but you should also be handed all those skill points? This isnt battlefield or call of duty. You want that you are in the wrong game.
It was stated that if you have 160cp+ you are efectivly vet16. Leveling a character to 50 from lvl 1 nets you the same skill and atribute points as did levelling to vet 16. As such if characters that have passed these levels where extra ability points and skill points aren't going to get them, said characters will never be equal to newly started characters or characters that have hit vet16 pre removal of vet ranks. So tell me where your argument has validity.
Well because thats not how its going to work. You still are going to have to go earn all those skill points. Work all those skills from 1-50. So even tho your character is level 50 you still have a lot of work to do.
How exactly is one supposed to earn said skill/atribute points if there is no mechanic to do so beyond leveling from 1 to 50?
@Natas013 You will be given the skill/attribute points for every VR level up during the normal 1-50 levelling instead. James is talking about the skill points you would earn doing the alliance quests through your caldwell silver and gold zones.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »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.
So you think not only should you not have to level him to vr16 but you should also be handed all those skill points? This isnt battlefield or call of duty. You want that you are in the wrong game.
It was stated that if you have 160cp+ you are efectivly vet16. Leveling a character to 50 from lvl 1 nets you the same skill and atribute points as did levelling to vet 16. As such if characters that have passed these levels where extra ability points and skill points aren't going to get them, said characters will never be equal to newly started characters or characters that have hit vet16 pre removal of vet ranks. So tell me where your argument has validity.
Well because thats not how its going to work. You still are going to have to go earn all those skill points. Work all those skills from 1-50. So even tho your character is level 50 you still have a lot of work to do.
How exactly is one supposed to earn said skill/atribute points if there is no mechanic to do so beyond leveling from 1 to 50?
@Natas013 You will be given the skill/attribute points for every VR level up during the normal 1-50 levelling instead. James is talking about the skill points you would earn doing the alliance quests through your caldwell silver and gold zones.
No, we're talking about a V2 character that was brought into PTS with 160+ cp that didn't get the bump in skill/attribute points those will be receiving leveling from 1-50. If this is how it's supposed to be, then anyone with a toon over lvl 4 and under V16 will have less skill/attribute points on those toons than toons that aren't in that lvl range. If James is talking about apples while making a comment on a post about oranges, that's not my fault.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO wrote: »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.
So you think not only should you not have to level him to vr16 but you should also be handed all those skill points? This isnt battlefield or call of duty. You want that you are in the wrong game.
It was stated that if you have 160cp+ you are efectivly vet16. Leveling a character to 50 from lvl 1 nets you the same skill and atribute points as did levelling to vet 16. As such if characters that have passed these levels where extra ability points and skill points aren't going to get them, said characters will never be equal to newly started characters or characters that have hit vet16 pre removal of vet ranks. So tell me where your argument has validity.
Well because thats not how its going to work. You still are going to have to go earn all those skill points. Work all those skills from 1-50. So even tho your character is level 50 you still have a lot of work to do.
How exactly is one supposed to earn said skill/atribute points if there is no mechanic to do so beyond leveling from 1 to 50?
@Natas013 You will be given the skill/attribute points for every VR level up during the normal 1-50 levelling instead. James is talking about the skill points you would earn doing the alliance quests through your caldwell silver and gold zones.
No, we're talking about a V2 character that was brought into PTS with 160+ cp that didn't get the bump in skill/attribute points those will be receiving leveling from 1-50. If this is how it's supposed to be, then anyone with a toon over lvl 4 and under V16 will have less skill/attribute points on those toons than toons that aren't in that lvl range. If James is talking about apples while making a comment on a post about oranges, that's not my fault.
I don't have time to read through this entire thread, and I'm sure this has been said already...but I feel like it probably needs to be said again, and again, and again until it is fixed.
Why has another sorcerer class skill been severely nerfed? How was the 20 second duration for hardened ward even an issue? What problem is this supposed to fix? Are sorcerers not getting ganked enough or something?
Why was a light armor skill made just as strong as a sorcerer class skill at the same time? Why was this needed?
I don't have time to read through this entire thread, and I'm sure this has been said already...but I feel like it probably needs to be said again, and again, and again until it is fixed.
Why has another sorcerer class skill been severely nerfed? How was the 20 second duration for hardened ward even an issue? What problem is this supposed to fix? Are sorcerers not getting ganked enough or something?
Why was a light armor skill made just as strong as a sorcerer class skill at the same time? Why was this needed?
I suspect the main reason was all the PVP Sorc shield stack abuse. Read the entire thread - it is worthwhile. One person suggested the nerf times only apply to shields while in Cyrodiil. The idea has merit but your voice needs to be heard.
I don't have time to read through this entire thread, and I'm sure this has been said already...but I feel like it probably needs to be said again, and again, and again until it is fixed.
Why has another sorcerer class skill been severely nerfed? How was the 20 second duration for hardened ward even an issue? What problem is this supposed to fix? Are sorcerers not getting ganked enough or something?
Why was a light armor skill made just as strong as a sorcerer class skill at the same time? Why was this needed?
I suspect the main reason was all the PVP Sorc shield stack abuse. Read the entire thread - it is worthwhile. One person suggested the nerf times only apply to shields while in Cyrodiil. The idea has merit but your voice needs to be heard.
lassitershawn wrote: »Looks good overall.
General Comments: A little sad that Dawnbreaker of Smiting will not be magic damage anymore, as all stam users will use Flawless anyways. Nice that annulment works on physical damage though, this should help all magicka users out with high physical damage and makes the nerf to my beautiful hardened ward not as bad. DW changes look great, needed a buff. WB nerf looks great as well though personally never had an issue with this skill. Changing appropriate stamina skills to scale with poison/disease is a great change, but DAMN is incapacitating strike gonna hit hard. Glad I'm leveling a stamina DK, because it looks like it will have some SERIOUS PvE DPS soon. Proximity det nerf is unfortunate for me, and maybe good for the game overall, but I don't feel it is necessary in light of the major stamina buffs. Losing it and 25% of the damage on my dawnbreaker is going to hurt my burst. Temps got some buffs they wanted, so good job there.
Sorc Comments (My main PvP/PvE): The hardened ward nerf hurts me as someone who mains sorcerer in PvE and PvP, but was probably needed for the sake of balance. Negate changes look AWESOME! Great job making this ultimate cool again. Still probably will not use pets until they take up one bar slot (especially now that I can't cast hardened ward and have it on them for 20 seconds). The change to thundering presence looks good for stamsorcs, but I don't play one so I can't say for sure.
Major Issue (IMO): Bone shield might make stamina users a bit OP in the defense department in PvP, especially considering their significantly buffed offensive power. Will be annoying combined with vigor, 20% dodge chance passive, and active dodging. I do appreciate that it unbinds stamina builds from 2H a bit.
Might have picked up vampire due to the regen not requiring an ability to be slotted, but with FG ability buffs (especially stamina dawnbreaker)... yea no.
EDIT: YAY NO MORE UGLY-ASS BOUND AEGIS
I don't have time to read through this entire thread, and I'm sure this has been said already...but I feel like it probably needs to be said again, and again, and again until it is fixed.
Why has another sorcerer class skill been severely nerfed? How was the 20 second duration for hardened ward even an issue? What problem is this supposed to fix? Are sorcerers not getting ganked enough or something?
Why was a light armor skill made just as strong as a sorcerer class skill at the same time? Why was this needed?
I suspect the main reason was all the PVP Sorc shield stack abuse. Read the entire thread - it is worthwhile. One person suggested the nerf times only apply to shields while in Cyrodiil. The idea has merit but your voice needs to be heard.
It doesn't fix it. Hardcore shield stacking PvP sorcs got a buff... every other sorc got somewhere between neutral changes and a huge nerf unless they want to rebuild as a shield stacker. Prepare to see MORE shield stacking, not less.
I don't have time to read through this entire thread, and I'm sure this has been said already...but I feel like it probably needs to be said again, and again, and again until it is fixed.
Why has another sorcerer class skill been severely nerfed? How was the 20 second duration for hardened ward even an issue? What problem is this supposed to fix? Are sorcerers not getting ganked enough or something?
Why was a light armor skill made just as strong as a sorcerer class skill at the same time? Why was this needed?
I suspect the main reason was all the PVP Sorc shield stack abuse. Read the entire thread - it is worthwhile. One person suggested the nerf times only apply to shields while in Cyrodiil. The idea has merit but your voice needs to be heard.
It doesn't fix it. Hardcore shield stacking PvP sorcs got a buff... every other sorc got somewhere between neutral changes and a huge nerf unless they want to rebuild as a shield stacker. Prepare to see MORE shield stacking, not less.
VaxtinTheWolf wrote: »ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged: This trait now increases your chance to apply status effects instead of increasing the amount of enchantment charges on your weapon.
- Defending: This trait now increases your Physical Resistance and Spell Resistance by flat values instead of percentages.
- Infused: This trait now also reduces the cooldown on your weapon enchantment in addition to increasing its damage.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the weapon, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases the damage of the weapon.
- Powered: This trait now increases your healing done instead of reducing the cooldown on your weapon enchantment.
- Sharpened: This trait now increases your Physical Penetration and Spell Penetration by flat values instead of percentages.
- Training: This trait now increases all experience gained from all kills by a percentage instead of increasing your weapon skill line experience only.
- Weighted: This trait now grants you a chance to gain additional Ultimate whenever you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
- Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
- Sturdy: This trait now reduces the cost of Block.
- Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
- Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
So if Nirnhoned Armor traits improve Spell and Armor, what does Reinforced do? Also are Precise weapon traits and Divines armor traits going to change or remain the same?
It increases the armour value of the singular piece that is Reinforced.
I don't have time to read through this entire thread, and I'm sure this has been said already...but I feel like it probably needs to be said again, and again, and again until it is fixed.
Why has another sorcerer class skill been severely nerfed? How was the 20 second duration for hardened ward even an issue? What problem is this supposed to fix? Are sorcerers not getting ganked enough or something?
Why was a light armor skill made just as strong as a sorcerer class skill at the same time? Why was this needed?
I suspect the main reason was all the PVP Sorc shield stack abuse. Read the entire thread - it is worthwhile. One person suggested the nerf times only apply to shields while in Cyrodiil. The idea has merit but your voice needs to be heard.
It doesn't fix it. Hardcore shield stacking PvP sorcs got a buff... every other sorc got somewhere between neutral changes and a huge nerf unless they want to rebuild as a shield stacker. Prepare to see MORE shield stacking, not less.
Ok maybe I am not a good sorc player (actually I am not good sorc player). A little off topic but could you message me separately any advice to take advantage and become a hardcore shield stack pvp sorc? Mine dies in 2 seconds each fight so I stopped levelling it. My impression was the nerf would allow me to kill those shield stackers, finally. But if I am wrong, I definitely want to make my sorc better!
VaxtinTheWolf wrote: »ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
Item Trait Improvements
Item Traits have undergone revision to improve the viability and balance of each Trait. Some Traits have received complete redesigns, other Traits have gained new effects and bonuses, while some other Traits have simply received better number tuning.
- Weapons
- Charged: This trait now increases your chance to apply status effects instead of increasing the amount of enchantment charges on your weapon.
- Defending: This trait now increases your Physical Resistance and Spell Resistance by flat values instead of percentages.
- Infused: This trait now also reduces the cooldown on your weapon enchantment in addition to increasing its damage.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the weapon, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases the damage of the weapon.
- Powered: This trait now increases your healing done instead of reducing the cooldown on your weapon enchantment.
- Sharpened: This trait now increases your Physical Penetration and Spell Penetration by flat values instead of percentages.
- Training: This trait now increases all experience gained from all kills by a percentage instead of increasing your weapon skill line experience only.
- Weighted: This trait now grants you a chance to gain additional Ultimate whenever you generate Ultimate normally, and has been renamed to Decisive.
- Armor
- Exploration: This trait now increases all gold gained from monster kills instead of increasing exploration experience gained, and has been renamed to Prosperous.
- Impenetrable: This trait now also reduces the durability damage taken of the item, in addition to reducing the damage taken from Critical Hits.
- Intricate: This trait now also increases the amount of refined materials you obtain whenever you deconstruct the armor, in addition to increasing the amount of inspiration gained.
- Nirnhoned: This trait now increases Physical Resistance and Spell Resistance by a flat value.
- Sturdy: This trait now reduces the cost of Block.
- Training: This trait now increases all experience gained from all kills by a percentage, instead of increasing your armor skill line experience only.
- Well-fitted: This trait now also reduces the cost of Roll Dodge, in addition to reducing the cost of Sprint.
So if Nirnhoned Armor traits improve Spell and Armor, what does Reinforced do? Also are Precise weapon traits and Divines armor traits going to change or remain the same?
It increases the armour value of the singular piece that is Reinforced.
Reinforced currently increases both Physical and Spell resists when applied to a heavy armor piece but at a gold level of 17% increased. Nirnhoned currectly does only Spell resist with a gold level at 24% increased. So once again I'll ask, since Nirnhoned will do both spell and physical resist, will Reinforced change since that's two traits doing the same thing?
@Taisynn Just for clarity, the UI now displays both account name and character name in the target frame, and you can choose in Settings which you want to use in character Nameplates if you turn those on.I've been told that on the UI they are now displaying your login name instead of your character name. You guys are murdering your roleplayer base. I have 3 characters I roleplay with and I need them all to be treated and identified seperately.
Please change it back. I'm a PC user and I really don't like the changes I'm hearing about.
Still you can't control how other people approach your character. Firor said ESO is an online RPG. ROLE-playing-game. No place for account name above avatar's head. Usually I'm for options, but this should not be an option.@Taisynn Just for clarity, the UI now displays both account name and character name in the target frame, and you can choose in Settings which you want to use in character Nameplates if you turn those on.
That's true. Personally I don't mind that account names are shown for those who want to see them, but I would like the option to not see them. But I believe Taisynn's fear was that character names were being removed, which is not the case. Whether account names should be displayed or not in addition to character names, and whether we should have control over that, is another discussion.Still you can't control how other people approach your character. Firor said ESO is an online RPG. ROLE-playing-game. No place for account name above avatar's head. Usually I'm for options, but this should not be an option.Taisynn Just for clarity, the UI now displays both account name and character name in the target frame, and you can choose in Settings which you want to use in character Nameplates if you turn those on.
That's true. Personally I don't mind that account names are shown for those who want to see them, but I would like the option to not see them. But I believe Taisynn's fear was that character names were being removed, which is not the case. Whether account names should be displayed or not in addition to character names, and whether we should have control over that, is another discussion.Still you can't control how other people approach your character. Firor said ESO is an online RPG. ROLE-playing-game. No place for account name above avatar's head. Usually I'm for options, but this should not be an option.Taisynn Just for clarity, the UI now displays both account name and character name in the target frame, and you can choose in Settings which you want to use in character Nameplates if you turn those on.
Reverse Slice (Reverse Slash morph): Increased the splash damage percentage from this morph to 59/61/63/65% at Ranks I/II/III/IV from 41/42/43/44%.
XxLone_WolfxX402 wrote: »Is the whole point of a dk is to do fire damage? why change it to poison this does not make sense???
cant you just keep it as it is dk were amazing in the first place BECAUSE of their fire damage... now change it to poison silly, silly and more silly.
I also see they are going ahead with removing the vet ranks bad move zos, I dont know why people wanted this now its just going to be a grind fest from 1 to 50 gg zenimax. I remember when levelling vet ranks used to be a pain remember 1 million xp to level 1 vet rank??? now its 850k really people cant be asked to level vet ranks and so they complain it being too tedious????
plus we all know that after this goes live there will be the inevitable of tons and tons of crashes and lovely reports being sent to zos and people being mad in the forums.... we all know this to be true don't we???