Obsidian Shield: Reduced the duration of this ability and its morphs to 6 seconds from 20 seconds.
Why, just why? I can understand this change for the fragmented shield but what about the healer morph? It's kinda useless now:
close to no range, rebuff all 6 seconds (since you need the healing buff), high costs, low shield...
At least let Igneous Shield finally scale from max magicka instead of health. Damn, so disappointed...Dk-Heals were finally nice to play and now this.
"White Gold Tower & Imperial City Prison
We adjusted the difficulty in both Normal and Veteran versions, which will result in an overall reduction in difficulty for both versions."
Khaos_Bane wrote: »Well, I don't see anything about lowering the magicka cost of Hardened Ward.
While I am not happy about this change - I think you should reconsider going to 10 seconds and halving the magicka cost of the shield. Do you guys not want people on the Non CP campaign?
Agreed, if we are expected to maintain the ward so frequently there should be a drastic cost reduction.
ZOS_GinaBruno wrote: »Potency runestones no longer need to be harvested, with every tier of both polarities now available for purchase from any enchanting vendor, including Alliance Point enchanting vendors.
Does this mean you CAN'T harvest them anymore? Or just that they are now available for sale?
They cannot be harvested anymore; all Enchanting runestones now give Aspect and Essence. You can still get them by deconstructing glyphs, though, but the main way is to just buy what you need from a vendor.
Focused Healing:
Renamed this passive ability to Sacred Ground.
This passive ability has gained a new effect. In addition to providing the Minor Mending buff, it now also reduces the Movement Speed of enemies by 15/30% whenever they stand in your Cleansing Ritual, Rune Focus, or Rite of Passage area of effects.
So the Major Mending buff is changed into Minor? That's kinda disappointing...
dtsv217_ESO wrote: »
Once again I see Sorcs complaining about a nerf in what I feel was a too powerful skill in the first place. Though, here I am as a Templar Tank laughing hard that now all the shields are at our level of only 6s!
Astanphaeus wrote: »Obsidian Shield: Reduced the duration of this ability and its morphs to 6 seconds from 20 seconds.
Why, just why? I can understand this change for the fragmented shield but what about the healer morph? It's kinda useless now:
close to no range, rebuff all 6 seconds (since you need the healing buff), high costs, low shield...
At least let Igneous Shield finally scale from max magicka instead of health. Damn, so disappointed...Dk-Heals were finally nice to play and now this.
The Major Mending from Igneous Shield only lasted 7 seconds already, not the shields full 20. It is unclear in these notes whether the Major Mending will be 6 now or if it will stay at 7 seconds.
ZOS_GinaBruno wrote: »
- Veteran City of Ash
- This dungeon will now be slightly less difficult to complete.
ZOS_GinaBruno wrote: »Maelstrom Arena
- Improved the rewards for Maelstrom Arena so now every level of the Arena is guaranteed to grant a set item.
- Note: The only exception is the final Arena on Veteran mode, which may still drop a Maelstrom Weapon instead.
Joy_Division wrote: »So ... I understand stamina was not appealing in Cyrodiil in the last patch...
Now, they are getting the same defense mechanic that that Sorcerers had: a shield that blocks everything that scaled off their main attribute ... and will still have an effective 20% miss chance and be able to dodge efficiently?
I'll trade my viscous death set for that.
Overall I like a lot of what I am reading, but this is questionable and I better not *EVER* hear one more whine about Jesus Beam with all that defense.
What's this stam defense mechanic that scales to our main attribute that you speak of?
x5ofspadez wrote: »RIP Magicka Sorc.
What made them think that changing wards from 20 to 6 seconds was a good idea? anyone?
What PVE player is going to want to go into IC now? You should have kept the 10% loss from NPCs and reduced the loss to 50% due to deaths from players. You have effectively killed this zone.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.
Gee, this really makes me oh so want to play the end content... NOT... No point in playing new content when I can unsub and wait several months until a CP Cap raise that allows me to earn CP at a non-inflated rate. I don't mind not being able to spend over 501 CP, but I don't like having to waste hard XP earned earning them at an inflated gain amount (over 620k each) when I can just wait until the next increase.The Champion Point cap will remain at 501 for this update.
These were expensive enough as it was. It actually needed a slight cost reduction, not to be made more expensive. Someone needs to pull their head out of their rear end!!Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.