There are some really great changes, but some changes I am very much against as of right now. Why is my DRAGONknight dealing poison damage instead of flame damage? -_-
ZOS_GinaBruno wrote: »Combat & Gameplay
[*]Dawnbreaker: This ability and its morphs no longer deal bonus damage to Undead and Daedra, and now deals Physical Damage instead of Magic Damage.
[*]Flawless Dawnbreaker (Dawnbreaker morph): In addition to the changes made to the base ability, we reduced the amount of Weapon Damage this morph increases while slotted to 2/3/4/5% at Ranks I/II/III/IV from 5/6/7/8%.
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[*]Expert Hunter: Redesigned this ability and its morphs so they no longer grant a small chance to deal additional bonus damage; instead, they can be activated to reveal hidden or invisible enemies in a 6 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 3 seconds.
[*]Camouflaged Hunter (Expert Hunter morph): In addition to the changes made to the base ability, this morph now also grants the Minor Berserk buff for 5/6/7/8 seconds after dealing a Critical Hit from crouch at Ranks I/II/III/IV.
[*]Evil Hunter (Expert Hunter morph): In addition to the changes made to the base ability, this morph now also reduces the Stamina cost of Fighters Guild abilities by 25% while active.
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[*]Slayer: Redesigned this passive ability so it now increases your Weapon Damage by 1/2/3% for each Fighters Guild ability slotted at Ranks I/II/III respectively, instead of increasing your Weapon and Spell Damage by 3/6/9% against Undead and Daedra.
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[*]Skilled Tracker: Redesigned this passive ability so it now increases all damage dealt with Fighters Guild abilities by 20% against Undead, Daedra, and Werewolves. Fighters Guild abilities no longer innately have a bonus to Undead, Daedra, and Werewolves without this passive ability.
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?
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?
"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."
Really - Why an overall reduction? Theres plenty of other dungeons that are easy.... have a wide spectrum from easy mode to pro mode. This binary way of thinking - on off challenge = normal / vet challenge is just elementary / novice, and now you guys dumbed it down in further.
When these two dungeons were first released, it was extremely challenging..... and now that its been awhile with people learning the dungeon, obtaining better or improved gear, along with players practicing and spending more time in there, the dungeons still remain fun with a challenge.
Now you're just making it boring, no challenge... As much as I know those two dungeons, I still have fun in there because I can still die if Im not on my "A" game.
Overall reduction in difficulty is just going to let me faceroll my keyboard or complete the dungeon in my sleep.
Please don't do this.
So Magicka DK don't get any cheap ults now that Dawnbreaker is physical.... Leap is still physical, so I basically have standard as my "cheap" ult unless I go vamp. This is going to force Dk's to either go monster sustain low damage or go vamp.