SKILL LIVE PTS Pulsar 1906 2015 Liquid Lighting 2064 2182 Hardened Ward 2064 2182 Harness Magicka 2700 2853 Crystal Frag 2382 2518 Crushing Shock 1588 1679 Boundless Storm 2382 2518 Healing Ward 2700 2853
I just looked at my resource costs on live and on PTS and everything is nearly 6% higher cost.
I have 100 points into Magician and the setup in the skill/armor/passives/enchants, etc are the same from live to PTS as far as any place where cost reduction is.SKILL LIVE PTS Pulsar 1906 2015 Liquid Lighting 2064 2182 Hardened Ward 2064 2182 Harness Magicka 2700 2853 Crystal Frag 2382 2518 Crushing Shock 1588 1679 Boundless Storm 2382 2518 Healing Ward 2700 2853
Did I miss the patch note that said, "by the way, everything is going to cost more now"?
-Aletheion
I just looked at my resource costs on live and on PTS and everything is nearly 6% higher cost.
I have 100 points into Magician and the setup in the skill/armor/passives/enchants, etc are the same from live to PTS as far as any place where cost reduction is.SKILL LIVE PTS Pulsar 1906 2015 Liquid Lighting 2064 2182 Hardened Ward 2064 2182 Harness Magicka 2700 2853 Crystal Frag 2382 2518 Crushing Shock 1588 1679 Boundless Storm 2382 2518 Healing Ward 2700 2853
Did I miss the patch note that said, "by the way, everything is going to cost more now"?
-Aletheion
It did say everything will cost more though.
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.
Most abilities will cost about the same, but cost reduction abilities should return more predictable results.
Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
It did say everything will cost more though.
ZOS_GinaBruno wrote: »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.
- Most abilities will cost about the same, but cost reduction abilities should return more predictable results.
- Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.
I just looked at my resource costs on live and on PTS and everything is nearly 6% higher cost.
I have 100 points into Magician and the setup in the skill/armor/passives/enchants, etc are the same from live to PTS as far as any place where cost reduction is.SKILL LIVE PTS Pulsar 1906 2015 Liquid Lighting 2064 2182 Hardened Ward 2064 2182 Harness Magicka 2700 2853 Crystal Frag 2382 2518 Crushing Shock 1588 1679 Boundless Storm 2382 2518 Healing Ward 2700 2853
Did I miss the patch note that said, "by the way, everything is going to cost more now"?
-Aletheion
Reorx_Holybeard wrote: »I just looked at my resource costs on live and on PTS and everything is nearly 6% higher cost.
I have 100 points into Magician and the setup in the skill/armor/passives/enchants, etc are the same from live to PTS as far as any place where cost reduction is.SKILL LIVE PTS Pulsar 1906 2015 Liquid Lighting 2064 2182 Hardened Ward 2064 2182 Harness Magicka 2700 2853 Crystal Frag 2382 2518 Crushing Shock 1588 1679 Boundless Storm 2382 2518 Healing Ward 2700 2853
Did I miss the patch note that said, "by the way, everything is going to cost more now"?
-Aletheion
I noticed this too. With maxed Magician/Warlord everything costs around 5% more, but with 0% cost reduction things cost a whopping 16% more! This hurts hybrid builds like my stamina DK tank who uses a lot of magicka spells more so than dedicated magicka/stamina builds. 5% doesn't sound like much but it is relatively quite a bit.
This is all due to the change from VR to CP. They removed the old spell cost formula which was 1% increase from VR1-16 and changed it to the same linear rate used from levels 1-50. This results in the same costs from 1-50 but increased costs for CP10-160, increasing as you approach CP160.
I'd be interested to know if the Azura no-CP campaign uses the Level 50 0CP spell cost or the 160CP spell cost. Ideally it should use the former but unfortunately there is no Azura campaign on PTS to test things.
Reorx_Holybeard wrote: »I just looked at my resource costs on live and on PTS and everything is nearly 6% higher cost.
I have 100 points into Magician and the setup in the skill/armor/passives/enchants, etc are the same from live to PTS as far as any place where cost reduction is.SKILL LIVE PTS Pulsar 1906 2015 Liquid Lighting 2064 2182 Hardened Ward 2064 2182 Harness Magicka 2700 2853 Crystal Frag 2382 2518 Crushing Shock 1588 1679 Boundless Storm 2382 2518 Healing Ward 2700 2853
Did I miss the patch note that said, "by the way, everything is going to cost more now"?
-Aletheion
I noticed this too. With maxed Magician/Warlord everything costs around 5% more, but with 0% cost reduction things cost a whopping 16% more! This hurts hybrid builds like my stamina DK tank who uses a lot of magicka spells more so than dedicated magicka/stamina builds. 5% doesn't sound like much but it is relatively quite a bit.
This is all due to the change from VR to CP. They removed the old spell cost formula which was 1% increase from VR1-16 and changed it to the same linear rate used from levels 1-50. This results in the same costs from 1-50 but increased costs for CP10-160, increasing as you approach CP160.
I'd be interested to know if the Azura no-CP campaign uses the Level 50 0CP spell cost or the 160CP spell cost. Ideally it should use the former but unfortunately there is no Azura campaign on PTS to test things.
s7732425ub17_ESO wrote: »About time. Higher costs means more build diversity because you can't just run 5 Julianos 2 Kena 3 Willpower with all damage enchants for all content.
The cost increase is huge, but all its going to do is push people into more burst oriented not sustain. Why? Because you can stack spell/wep dmg higher than ever before, this is not 1.5 and nothing is going to make that resource management meta come back while burst is stronger than ever. When you have the option of building for super high burst and being able to kill stuff, vs building tanky and having to sacrifice all dmg just to sustain through increased resource costs, the choice makes itself.So a question
Is this increase turning out in play to be problematic enough that folks might CHOOSE to slot cost reducing enchants on jewelry again (versus damage boosts) and wear more sustain oriented sets like magnus/seducer (versus julianos) like it used to be?
NTclaymore wrote: »I hope its a miscalulation. something they will fix. We have based builds, gear and rotation around a standard cost. this will pretty much force everyone to make major gear changes. The price of Kutas and legendary tempers will skyrocket. and they high priced allready
Wanted to go heavy armor on my healer, saw the cost of BoL, quickly returned to my senses.
The new crafted set is supposed to promote hybrid builds, but with cost increases so high you need to specialize even further, and focus on burst even more for dps.
Better equip that well fitted if you're gonna try rolling your way back to 1.5.QuebraRegra wrote: »Wanted to go heavy armor on my healer, saw the cost of BoL, quickly returned to my senses.
The new crafted set is supposed to promote hybrid builds, but with cost increases so high you need to specialize even further, and focus on burst even more for dps.
way to kill build diversity ZOS.
Roll back to 1.5 anybody?
s7732425ub17_ESO wrote: »About time. Higher costs means more build diversity because you can't just run 5 Julianos 2 Kena 3 Willpower with all damage enchants for all content.
No, you just get pidgeon-holed into seducer/Magnus with atronach mundus and all damage enchants.
That's not *** build diversity. Fix the costs already, it's clearly bugged.