PlagueMonk wrote: »I AM SO *****sick of Zenimax making Argonians mediocre at everything, not following their own damn lore (or website description), continuing to cling to unique but horrible racials (potion passive) and unwilling to give this race the respect it deserves. I am now thoroughly convinced Worbel and the other decision makers are ALL Dark Elves.
Forestd16b14_ESO wrote: »kaorunandrak wrote: »Forestd16b14_ESO wrote: ».... So nothing else for Nords or Orcs ? ..... No "reverting the health recovery nerf back to 30%" ?
To be honest I'd rather them fix the 6% damage reduction passive or nerf the useless Cold damage reduction and buff something else. Don't get me wrong I appreciate the 6% stamina bonus but it is still not enough.
I also understand that people like making health regen builds (which honestly seem useless to me, you can stay alive yay! But you can't kill and being a tank in PVP is pointless with taunt not forcing players to attack you. And in PVE why regen? You can either go magicka tank and self heal forever or bring a healer on your team and be done with it!)
Please don't get me wrong I get "fun, niche builds" I have been maining a Nord Stamina DK Heavy Armor DPS since Beta I GET the appeal of going against the grain and doing your own thing I have taken a ton of flak from elitist jerks because of my set up, yeah I can't pull 30k+ DPs but I can pull 15k-20k single target which is more then enough for me.
So please trust me when I say I'm not trying to attack all you health regen builds out there, but they need to buff the races to the benefit of the majority here. Nord has been the laughing stock alongside argonians for too long and "un-nerfing health regen" isn't gonna fix that. We need something better, a fix so our rugged passive doesn't become pointless would be nice for starters but more needs to be done. Maybe more stamina? Removing the resist frost and increasing damage done with two handed weapons(to keep the "inflavor of the race" buff) or a heavy attack bonus of some kind, I don't really know but as long as rugged and cold resistance remain basically useless, then so will nords in general.
hmm true that reduction to damage be better at 10% instead of 6%
PlagueMonk wrote: »I AM SO *****sick of Zenimax making Argonians mediocre at everything, not following their own damn lore (or website description), continuing to cling to unique but horrible racials (potion passive) and unwilling to give this race the respect it deserves. I am now thoroughly convinced Worbel and the other decision makers are ALL Dark Elves.
ZOS made Argonians the best healers with their first changes. But, i guess, bc of QQ in PTS-Forum they reverted it. 9% more healing done was great (even for tanks...stronger vigor). Second thing, the potion passive is imo good. When you need ressources you are usually drinking a potion and you'll get some ressources back, i don't know what everyone is complaining about...
Forestd16b14_ESO wrote: »kaorunandrak wrote: »Forestd16b14_ESO wrote: ».... So nothing else for Nords or Orcs ? ..... No "reverting the health recovery nerf back to 30%" ?
To be honest I'd rather them fix the 6% damage reduction passive or nerf the useless Cold damage reduction and buff something else. Don't get me wrong I appreciate the 6% stamina bonus but it is still not enough.
I also understand that people like making health regen builds (which honestly seem useless to me, you can stay alive yay! But you can't kill and being a tank in PVP is pointless with taunt not forcing players to attack you. And in PVE why regen? You can either go magicka tank and self heal forever or bring a healer on your team and be done with it!)
Please don't get me wrong I get "fun, niche builds" I have been maining a Nord Stamina DK Heavy Armor DPS since Beta I GET the appeal of going against the grain and doing your own thing I have taken a ton of flak from elitist jerks because of my set up, yeah I can't pull 30k+ DPs but I can pull 15k-20k single target which is more then enough for me.
So please trust me when I say I'm not trying to attack all you health regen builds out there, but they need to buff the races to the benefit of the majority here. Nord has been the laughing stock alongside argonians for too long and "un-nerfing health regen" isn't gonna fix that. We need something better, a fix so our rugged passive doesn't become pointless would be nice for starters but more needs to be done. Maybe more stamina? Removing the resist frost and increasing damage done with two handed weapons(to keep the "inflavor of the race" buff) or a heavy attack bonus of some kind, I don't really know but as long as rugged and cold resistance remain basically useless, then so will nords in general.
hmm true that reduction to damage be better at 10% instead of 6%
End game its useless, you will be at resistance caps in PvE, it may help PvP though.
There are new achievements for the two new dungeons. Do you not see them on the list?DeadDealer wrote: »@ZOS_GinaBruno hey, no new achievements for new dungeons?
No, the event is no longer on the PTS. We received a lot of great feedback, and at this point needed to test the activation/deactivation process to make sure the event turns on and off properly.Is the Witch-hunt festival no longer on the PTS?
I can't seem to find The Crow Caller in the Crown Store.
We need a little more information if this is the case. How are they broken? Is it all synergies, or just specific ones?Synergies are broken now and often doesn't show up.
ZOS_GinaBruno wrote: »
Because you have Dunmers dealing 7% more dmg with flame and 2% more damage with frost and shock, which means they can play any class magicka and be at the highest damage dealers, since end game we ALL use inferno malstrom staves, id even bet that Dunmer sorcs will out dps Altmer only due to that 7% fire damage passive, especially when combined with 12% more dmg with inferno stave heavy attack passive from Destro skill.
Then you have Altmers dealing 4% fire, frost and shock .
So you have two races than gain a buff to elemental damage.
Nords, as end game tanks, are a bit more viable now, but still an imperial or an Orc seems better due to max stats or healing recieved imo.
ZOS_GinaBruno wrote: »No, the event is no longer on the PTS. We received a lot of great feedback, and at this point needed to test the activation/deactivation process to make sure the event turns on and off properly.Is the Witch-hunt festival no longer on the PTS?
I can't seem to find The Crow Caller in the Crown Store.
ZOS_GinaBruno wrote: »There are new achievements for the two new dungeons. Do you not see them on the list?DeadDealer wrote: »@ZOS_GinaBruno hey, no new achievements for new dungeons?No, the event is no longer on the PTS. We received a lot of great feedback, and at this point needed to test the activation/deactivation process to make sure the event turns on and off properly.Is the Witch-hunt festival no longer on the PTS?
I can't seem to find The Crow Caller in the Crown Store.We need a little more information if this is the case. How are they broken? Is it all synergies, or just specific ones?Synergies are broken now and often doesn't show up.
Personofsecrets wrote: »ZOS_GinaBruno wrote: »There are new achievements for the two new dungeons. Do you not see them on the list?DeadDealer wrote: »@ZOS_GinaBruno hey, no new achievements for new dungeons?No, the event is no longer on the PTS. We received a lot of great feedback, and at this point needed to test the activation/deactivation process to make sure the event turns on and off properly.Is the Witch-hunt festival no longer on the PTS?
I can't seem to find The Crow Caller in the Crown Store.We need a little more information if this is the case. How are they broken? Is it all synergies, or just specific ones?Synergies are broken now and often doesn't show up.
@ZOS_GinaBruno
Ever since the radius of use of synergies started to be played with there have been some major issues activating synergies.
Being able to use a synergy seems to be based on 2 criteria.
Criteria 1: Time from the initial placement of the effect.
Criteria 2: Distance from the effect.
It seems like sometimes there is a time aspect of synergy use. For example a synergy flashes for a split second, but disappear only to reappear if I fidget my character around in place.
It seems like sometimes I have to move way too much to use a synergy and other times I can be very far from an effects location, but still use the synergy.
Some strange synergy occurences.
DK Standard: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because the synergy radius is extremely small.
Super Nova: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because the synergy radius is extremely small.
Orbs: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because orbs move around.
Bone Shield: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because orbs move around.
Templar Shards: The synergy can sometime be used after a players has ran past the shards location maybe up to 8 meters away so long as a player travels that amount of distance in such a short time that the synergy use button has not yet vanished.
All of these issues are not exclusive to the current PTS. These issues have been live for what seems like forever. Many players have tried to discuss this issue and this is yet another problem that is frustrating to tanks. Every tank that I know is really tired of having to find these synergies because of how inconsistent they are in appearing and how much unnecessary movement that these synergies may require to trigger their synergy key to pop up.
I hope that my description helps. I forgot to add the synergy bugs to my laundry list thread - I will try to get a video up. Thank you.
ZOS_GinaBruno wrote: »Personofsecrets wrote: »ZOS_GinaBruno wrote: »There are new achievements for the two new dungeons. Do you not see them on the list?DeadDealer wrote: »@ZOS_GinaBruno hey, no new achievements for new dungeons?No, the event is no longer on the PTS. We received a lot of great feedback, and at this point needed to test the activation/deactivation process to make sure the event turns on and off properly.Is the Witch-hunt festival no longer on the PTS?
I can't seem to find The Crow Caller in the Crown Store.We need a little more information if this is the case. How are they broken? Is it all synergies, or just specific ones?Synergies are broken now and often doesn't show up.
@ZOS_GinaBruno
Ever since the radius of use of synergies started to be played with there have been some major issues activating synergies.
Being able to use a synergy seems to be based on 2 criteria.
Criteria 1: Time from the initial placement of the effect.
Criteria 2: Distance from the effect.
It seems like sometimes there is a time aspect of synergy use. For example a synergy flashes for a split second, but disappear only to reappear if I fidget my character around in place.
It seems like sometimes I have to move way too much to use a synergy and other times I can be very far from an effects location, but still use the synergy.
Some strange synergy occurences.
DK Standard: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because the synergy radius is extremely small.
Super Nova: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because the synergy radius is extremely small.
Orbs: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because orbs move around.
Bone Shield: The synergy is almost impossible to find if it is not used immediately and I can usually only use it if I I manage to click the synergy button within a second of DK Standard being cast. This probably occurs because orbs move around.
Templar Shards: The synergy can sometime be used after a players has ran past the shards location maybe up to 8 meters away so long as a player travels that amount of distance in such a short time that the synergy use button has not yet vanished.
All of these issues are not exclusive to the current PTS. These issues have been live for what seems like forever. Many players have tried to discuss this issue and this is yet another problem that is frustrating to tanks. Every tank that I know is really tired of having to find these synergies because of how inconsistent they are in appearing and how much unnecessary movement that these synergies may require to trigger their synergy key to pop up.
I hope that my description helps. I forgot to add the synergy bugs to my laundry list thread - I will try to get a video up. Thank you.
Thanks, this helps a lot! We'll dig into this and see if there's a reason why syngeries seem to be so difficult to trigger.
Shadesofkin wrote: »
Because you have Dunmers dealing 7% more dmg with flame and 2% more damage with frost and shock, which means they can play any class magicka and be at the highest damage dealers, since end game we ALL use inferno malstrom staves, id even bet that Dunmer sorcs will out dps Altmer only due to that 7% fire damage passive, especially when combined with 12% more dmg with inferno stave heavy attack passive from Destro skill.
Then you have Altmers dealing 4% fire, frost and shock .
So you have two races than gain a buff to elemental damage.
Nords, as end game tanks, are a bit more viable now, but still an imperial or an Orc seems better due to max stats or healing recieved imo.
Dunmer flame damage isn't even working correctly on the PTS, if it goes live that way you have nothing to worry about.
So that impenetrable discussion thread when is it going to be put up @ZOS_GinaBruno .
PlagueMonk wrote: »I AM SO *****sick of Zenimax making Argonians mediocre at everything, not following their own damn lore (or website description), continuing to cling to unique but horrible racials (potion passive) and unwilling to give this race the respect it deserves. I am now thoroughly convinced Worbel and the other decision makers are ALL Dark Elves.
ZOS made Argonians the best healers with their first changes. But, i guess, bc of QQ in PTS-Forum they reverted it. 9% more healing done was great (even for tanks...stronger vigor). Second thing, the potion passive is imo good. When you need ressources you are usually drinking a potion and you'll get some ressources back, i don't know what everyone is complaining about...
ZOS_GinaBruno wrote: »There are new achievements for the two new dungeons. Do you not see them on the list?DeadDealer wrote: »@ZOS_GinaBruno hey, no new achievements for new dungeons?No, the event is no longer on the PTS. We received a lot of great feedback, and at this point needed to test the activation/deactivation process to make sure the event turns on and off properly.Is the Witch-hunt festival no longer on the PTS?
I can't seem to find The Crow Caller in the Crown Store.We need a little more information if this is the case. How are they broken? Is it all synergies, or just specific ones?Synergies are broken now and often doesn't show up.