WillhelmBlack wrote: »Personofsecrets wrote: »Still no Orc buffs... Least played race and no love for it.
6% max stamina and health
Melee damage boost
Extra speed
Extra healing received AND 20% health regen.
It's one of the best choices for PvP and tanking, Orc doesn't need a buff.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
[*]Bombard (Arrow Spray morph): This morph no longer applies its immobilize effect to targets that are already snared.
SirCritical wrote: »Really, why can't bosmer get the cutpurse passive, why make that crit-PvE-'bestDPS' catrace be the 'masterrace' in RPG/fun/wealth category also?
On the other side, it's laughable, that a human race will be more agile, than the cats, who/what are well known of their agility...
Eh, really disappointed here.
WillhelmBlack wrote: »Personofsecrets wrote: »Still no Orc buffs... Least played race and no love for it.
6% max stamina and health
Melee damage boost
Extra speed
Extra healing received AND 20% health regen.
It's one of the best choices for PvP and tanking, Orc doesn't need a buff.
I guess you need to find a different role in the 24 man group, sorry manBombard change sounds awful. Why is the one weapon-based root being singled out to be useless in PvP? Half the abilities in the game seem to apply snares, this is going to make bombard the only rooting AoE that doesn't work!
WillhelmBlack wrote: »Personofsecrets wrote: »Still no Orc buffs... Least played race and no love for it.
6% max stamina and health
Melee damage boost
Extra speed
Extra healing received AND 20% health regen.
It's one of the best choices for PvP and tanking, Orc doesn't need a buff.
I'm not saying Orcs need a buff, as I don't they think they do but their racial passive Swift Warrior is extremely overrated. This is likely because not many people understand how it works and what it works with. Remember this increases melee damage not physical damage. They are not one and the same.
I've done extensive testing of this racial passive since it's inception in August 2015. Just search the threads. Swift Warrior is extremely situational, doesn't apply to essentially majority of the dual wield skill line, (clearly does not work with bow skills either) and when comparing damage using the same exact gear and cp set up, Orc only gets about 50-75 more damage points compared to Redguard on some of the hardest hitting skills. This includes Wrecking Blow/Executioner. Remember that in PvP damage is halved, so this number becomes smaller. Remember, that every ~10.5 stamina is about equal to 1 weapon power. Remember Redguard and Imperial get 10% stamina boost. Recall that % stamina boost increase not only applies to your base stamina, but to stamina enchants on armor and to stamina gain through CP. Now recall that a larger % of a large number yields larger results comparatively to that of a smaller % of a small number. There are no lies when it comes to math. Debate it if you wish.
In short, Orc's are good but in a situational setting. In fact what I would say is this: Orcs are balanced, but Reguards and Imperials are improperly balanced in regards to racial stats (overpowered for those who like to use that word). The concept that the Orc's melee damage is great is just a misunderstanding of how the racial passive works.
I guess you need to find a different role in the 24 man group, sorry manBombard change sounds awful. Why is the one weapon-based root being singled out to be useless in PvP? Half the abilities in the game seem to apply snares, this is going to make bombard the only rooting AoE that doesn't work!
Don't jump to conclusions, I didn't say it's bad. I just said you will need to find a different role. The way bombard is, promotes toxic playstyle. It's good that it is fixedI guess you need to find a different role in the 24 man group, sorry manBombard change sounds awful. Why is the one weapon-based root being singled out to be useless in PvP? Half the abilities in the game seem to apply snares, this is going to make bombard the only rooting AoE that doesn't work!
@Nifty2g
Honey don't even start. For one thing, there's no shame running a 24-person group in PvP. Criticizing that is like criticizing someone who runs in 12-person PvE trial groups. It's nonsense. Second, my guild usually only runs around 16 people most nights, which is dangerously low on PC NA Trueflame, where one guild on EP runs multiple full raids simultaneously and stacked together. We still win the vast majority of our fights, though, and that's because we have coordination, our leads make good calls, and we have good group composition.
When there are 40+ EP coming after us and half of them are running bombard, we run rapids and speed pots so we don't get tripped up. Then we find a choke point, maneuver the enemy into it, root them in place and drop a bunch of damage, wiping them. They don't run rapids, speed pots, Forward Momentum, or anything else that will help them, so they get caught up and have to try to roll-dodge out. Good roots are an essential part of that strategy for outplaying when you're outnumbered.
We can still do that post-patch with Encase, DK talons, etc., but that means more stamina builds need to convert to magicka builds. It's entirely singling out stamina group builds and making us run mostly steel tornado, whereas on live right now we at least have a choice between our main two AoE attacks. If Bombard takes this hit, there will be no point to run it over a higher-damaging attack, which will only increase build hegemony.
A better option would have just been to remove the snare on bombard. People don't generally run it for the snare on the end, they run it for the root, and making the primary function of the skill simply not work as a result of its secondary effect is immensely silly.
Don't jump to conclusions, I didn't say it's bad. I just said you will need to find a different role. The way bombard is, promotes toxic playstyle. It's good that it is fixedI guess you need to find a different role in the 24 man group, sorry manBombard change sounds awful. Why is the one weapon-based root being singled out to be useless in PvP? Half the abilities in the game seem to apply snares, this is going to make bombard the only rooting AoE that doesn't work!
@Nifty2g
Honey don't even start. For one thing, there's no shame running a 24-person group in PvP. Criticizing that is like criticizing someone who runs in 12-person PvE trial groups. It's nonsense. Second, my guild usually only runs around 16 people most nights, which is dangerously low on PC NA Trueflame, where one guild on EP runs multiple full raids simultaneously and stacked together. We still win the vast majority of our fights, though, and that's because we have coordination, our leads make good calls, and we have good group composition.
When there are 40+ EP coming after us and half of them are running bombard, we run rapids and speed pots so we don't get tripped up. Then we find a choke point, maneuver the enemy into it, root them in place and drop a bunch of damage, wiping them. They don't run rapids, speed pots, Forward Momentum, or anything else that will help them, so they get caught up and have to try to roll-dodge out. Good roots are an essential part of that strategy for outplaying when you're outnumbered.
We can still do that post-patch with Encase, DK talons, etc., but that means more stamina builds need to convert to magicka builds. It's entirely singling out stamina group builds and making us run mostly steel tornado, whereas on live right now we at least have a choice between our main two AoE attacks. If Bombard takes this hit, there will be no point to run it over a higher-damaging attack, which will only increase build hegemony.
A better option would have just been to remove the snare on bombard. People don't generally run it for the snare on the end, they run it for the root, and making the primary function of the skill simply not work as a result of its secondary effect is immensely silly.
THE MAGICKA REGEN LOST BUG IS REAL, IT'S ABOUT ~200 !!!
Here is my live character :
Here on PTS :
I've the same gear, skills and cps hwo can change the regeneration.
Yesteday, before the patch, my new PTS build was :
Today, after the patch, the exactly same character :
This is real, and the new patch nerfed Magicka regeneration for no reason...
Pls @Wrobel , @ZOS_GinaBruno , @ZOS_JessicaFolsom , @ZOS_KaiSchober , @ZOS_GaryA , @ZOS_TristanK check it, can't come on the live !
Gilliamtherogue wrote: »Shadesofkin wrote: »Lord_Dexter wrote: »
Well that's patently absurd. It's too weak to only influence damage on bosses, and the choice to make it work on all mobs is an indirect answer to concerns posted by @Gilliamtherogue who (while I don't entirely agree) made some excellent points on the level of increased difficulty of the mobs as well as bosses. This makes the gear useful in providing fun and long content without the grind the mobs in Vet Maw, Vet Sanctum, and soon to be Hel Ra and Archive have become.
I understand that, but now looks like it's way too strong. Everyone will need to wear minor slayer now.
Solid patch tho
That's actually quite incorrect. Comparing 3 agi or 3 willpower to 3 Moondancer/Alkosh with the changes puts them ahead by less than 1k DPS, which to most people isn't anything. Comparatively on live, aside from pure single target fights, 2 Mephalas+3 Agility is outperforming 5 Vicious or 5 Alkosh, which makes absolutely no sense from a balance standpoint.
https://forums.elderscrollsonline.com/en/discussion/275417/bound-armor-feedback/p1@ZOS_GinaBruno I really wish devs would comment on how everyone hates the bound armaments new visual. Please fix before sending to live.
pic?
Gilliamtherogue wrote: »Shadesofkin wrote: »Lord_Dexter wrote: »
Well that's patently absurd. It's too weak to only influence damage on bosses, and the choice to make it work on all mobs is an indirect answer to concerns posted by @Gilliamtherogue who (while I don't entirely agree) made some excellent points on the level of increased difficulty of the mobs as well as bosses. This makes the gear useful in providing fun and long content without the grind the mobs in Vet Maw, Vet Sanctum, and soon to be Hel Ra and Archive have become.
I understand that, but now looks like it's way too strong. Everyone will need to wear minor slayer now.
Solid patch tho
That's actually quite incorrect. Comparing 3 agi or 3 willpower to 3 Moondancer/Alkosh with the changes puts them ahead by less than 1k DPS, which to most people isn't anything. Comparatively on live, aside from pure single target fights, 2 Mephalas+3 Agility is outperforming 5 Vicious or 5 Alkosh, which makes absolutely no sense from a balance standpoint.
It's funny you say that, I had this fantastical idea in my mind that minor slayer would be amazing, but after testing it out, it's almost the exact same dps as willpower for my magicka nb, in fact a little lower. Maybe a bigger percentage than 5% would actually make it stand out and be BiS as I feel like raidgear should be.
Anti_Virus wrote: »Really? Nerfing bombard. Wby do you despise the bow ZoS? It already sucks in open combat since snipe can be dodged volley is useless draing shot is useless and now bombard.
I used bow for bombard to support a defensive push by rooting not a DK can still perma roots and bow os now completely useless for anything except ganking
ZOS_GinaBruno wrote: »
Item Sets
- Imperial Physique: Fixed an issue where this item set’s bonus was functioning inside the Imperial City Prison and White-Gold Tower dungeons.
Anti_Virus wrote: »Really? Nerfing bombard. Wby do you despise the bow ZoS? It already sucks in open combat since snipe can be dodged volley is useless draing shot is useless and now bombard.
I used bow for bombard to support a defensive push by rooting not a DK can still perma roots and bow is now completely useless for anything except ganking
You can still permaroot anyone in front of you, but you cannot stack roots/snares so that noone can move anymore.
TBS in a dungeon? No... so many people are so misinformed about this set, stop using it outside of your end game raids.DRXHarbinger wrote: »Gilliamtherogue wrote: »Shadesofkin wrote: »Lord_Dexter wrote: »
Well that's patently absurd. It's too weak to only influence damage on bosses, and the choice to make it work on all mobs is an indirect answer to concerns posted by @Gilliamtherogue who (while I don't entirely agree) made some excellent points on the level of increased difficulty of the mobs as well as bosses. This makes the gear useful in providing fun and long content without the grind the mobs in Vet Maw, Vet Sanctum, and soon to be Hel Ra and Archive have become.
I understand that, but now looks like it's way too strong. Everyone will need to wear minor slayer now.
Solid patch tho
That's actually quite incorrect. Comparing 3 agi or 3 willpower to 3 Moondancer/Alkosh with the changes puts them ahead by less than 1k DPS, which to most people isn't anything. Comparatively on live, aside from pure single target fights, 2 Mephalas+3 Agility is outperforming 5 Vicious or 5 Alkosh, which makes absolutely no sense from a balance standpoint.
Mephala is nice and whereas it theoretically is good dps, in practice it fails due to moving bosses and reapplying every 10s which will be forgotten sometimes.
Next patch:
3x Agility
5x Vicious Serpent
1x Kena
1x Velidreth
2x Maelstrom Weap
or
5x TBS
5x Vicious
2x Maelstrom Weap
or
5x TBS
3x Vicious
1x Velidreth
1x Kena
2x Maelstrom Weap
In the end the gearsetup is 3rd on list, people usually have crappy rotations and bad groupbuffs which are much more important.
5 vicious and 5 Tbs with 2x maelstrom is already bis for stam builds in dungeons and trials anyway. You wouldn't use the 2nd load out anyway, the 5th perk is the same as 1pc Kena etc and the extra stam boost and speed proc is worth more than 129 damage from wearing another imo.
TBS in a dungeon? No... so many people are so misinformed about this set, stop using it outside of your end game raids.DRXHarbinger wrote: »Gilliamtherogue wrote: »Shadesofkin wrote: »Lord_Dexter wrote: »
Well that's patently absurd. It's too weak to only influence damage on bosses, and the choice to make it work on all mobs is an indirect answer to concerns posted by @Gilliamtherogue who (while I don't entirely agree) made some excellent points on the level of increased difficulty of the mobs as well as bosses. This makes the gear useful in providing fun and long content without the grind the mobs in Vet Maw, Vet Sanctum, and soon to be Hel Ra and Archive have become.
I understand that, but now looks like it's way too strong. Everyone will need to wear minor slayer now.
Solid patch tho
That's actually quite incorrect. Comparing 3 agi or 3 willpower to 3 Moondancer/Alkosh with the changes puts them ahead by less than 1k DPS, which to most people isn't anything. Comparatively on live, aside from pure single target fights, 2 Mephalas+3 Agility is outperforming 5 Vicious or 5 Alkosh, which makes absolutely no sense from a balance standpoint.
Mephala is nice and whereas it theoretically is good dps, in practice it fails due to moving bosses and reapplying every 10s which will be forgotten sometimes.
Next patch:
3x Agility
5x Vicious Serpent
1x Kena
1x Velidreth
2x Maelstrom Weap
or
5x TBS
5x Vicious
2x Maelstrom Weap
or
5x TBS
3x Vicious
1x Velidreth
1x Kena
2x Maelstrom Weap
In the end the gearsetup is 3rd on list, people usually have crappy rotations and bad groupbuffs which are much more important.
5 vicious and 5 Tbs with 2x maelstrom is already bis for stam builds in dungeons and trials anyway. You wouldn't use the 2nd load out anyway, the 5th perk is the same as 1pc Kena etc and the extra stam boost and speed proc is worth more than 129 damage from wearing another imo.
It is good that you optimize Dungeon DPS which really does NOT matter. Why bother swapping Trial setup on your char for a dungeon that doesn't have leaderboards anyway.
PainfulFAFA wrote: »Still nothing on Malubeth? So another 3-4 months of malubth meta? good thing albion online beta coming out soon i wouldnt be able to stand another meta of that bs
Honey don't even start. For one thing, there's no shame running a 24-person group in PvP. Criticizing that is like criticizing someone who runs in 12-person PvE trial groups. It's nonsense.
THE MAGICKA REGEN LOST BUG IS REAL, IT'S ABOUT ~200 !!!
Here is my live character :
Here on PTS :
I've the same gear, skills and cps hwo can change the regeneration.
Yesteday, before the patch, my new PTS build was :
Today, after the patch, the exactly same character :
This is real, and the new patch nerfed Magicka regeneration for no reason...
Pls @Wrobel , @ZOS_GinaBruno , @ZOS_JessicaFolsom , @ZOS_KaiSchober , @ZOS_GaryA , @ZOS_TristanK check it, can't come on the live !