Shadowshire wrote: »....
Bethesda????
I thought thsi was a Zenimax Online game
You should pay attention to the "credits" that are displayed before the game login screen after you run Launcher. Bethesda Software is the developer of the game software (using the Havok game engine). Zenimax Online provides the computers and network for running the game host, sells and distributes the game software, and collects monthly subscriptions. (Zenimax Online is a subsidary of Zenimax Media.)
Bethesda Softworks is a wholly owned subsidiary of ZeniMax Media.Shadowshire wrote: »But I still think of Bethesda (Software / Softworks / ...) as the party that is ultimately responsible for the content and quality of the game. The Elder Scrolls is their franchise, unless they've sold it hook, line, and sinker to Zenimax Media, Inc.
timidobserver wrote: »ZOS_GinaBruno wrote: »@ZOS_GinaBrunoThis sounds like a mistake, if not, what the hell is that change? You want people to be broke? How do you expect people to be raid ready?All set drops from dungeons and Trials are bind-on-pickup.
Wtf is this
Don't forget you can trade within your group.
This change ruins the whole update for me. It removes all incentive to do endgame content.
SourishWhale wrote: »Not just once or twice, but it is the Crown Jewels of your PVE world. [Group content] should be set up to be replayed over and over. Currently, that works great with BoE. Why change it???
ZOS_GinaBruno wrote: »Combat & Gameplay
General
- In order to get loot and XP credit for killing a mob, you now only need to deal 3% of its maximum health instead of the previous 10%.
- Fixed an issue where partial Heavy Attacks from Flame and Frost Destruction Staves could allow you to generate Ultimate even if they did not hit a target.
- Fixed numerous ability tooltips for grammar, spelling, and formatting. Any significant tooltip revisions will be called out specifically in the class-specific sections below.
- Fixed numerous issues with abilities displaying incorrect or placeholder icons in your Active Effects window, or with the bufftrackers of various player-made addons.
- Fixed an issue that caused questing to grant less experience than intended under certain conditions.
- Fixed an issue that caused certain non-quest experience sources to award more experience than intended in battle-leveled zones outside of Cyrodiil.
Dragonknight
- Ardent Flame
- Fiery Grip: Switched the position of this ability with the Lava Whip ability as seen in the skill line UI.
- Lava Whip: Switched the position of this ability with the Fiery Grip ability as seen in the skill line UI.
- Shifting Standard (Dragonknight Standard morph): Fixed an issue where the second cast of this morph was not displaying a hostile telegraph to enemy players.
- Earthen Heart
- Eruption (Ash Cloud morph): Fixed an issue where this morph was causing the camera to shake for all nearby players, instead of only the caster.
- Obsidian Shard (Stonefist morph): Increased the healing done by this morph by 20%, and decreased the damage by 20%.
- Stonefist: This ability and the Stone Giant morph now deal 100% increased damage if they knock down a target.
Nightblade
- Shadow
- Summon Shade: Fixed an animation issue with your leg when using this ability while crouching.
Sorcerer
- Storm Calling
- Boundless Storm (Lightning Form morph): Fixed an issue where this morph’s visual effects were not all displaying properly when hit by the Serpent Fang monster’s Poison Arrow Spray ability.
- Hurricane (Lightning Form morph): Fixed an issue where this morph did not gain any benefits as it increased in rank. It now deals slightly more damage as it ranks up.
Templar
- Aedric Spear
- Spear Shards: Fixed an issue where this ability and the Luminous Shards morph were disorienting the incorrect number of targets.
- Dawn’s Wrath
- Solar Flare: Fixed an issue where this ability would cause the visual effects from Major Empower to get stuck on you if it was used as the killing blow on a target.
- Restoring Light
- Cleansing Ritual: Fixed an issue where using the Purify synergy from this ability and its morphs was preventing you from using other synergies for 20 seconds. We also fixed an issue where the Purify synergy from this ability and its morphs was appearing after you taunted an enemy.
Weapon
- Two Handed
- Follow Up: Fixed an issue where you could proc this passive’s bonus using unintended means.
- Dual Wield:
- Shrouded Daggers (Hidden Blade morph): Fixed an issue where this morph would not bounce the daggers if the dagger damage was the killing blow.
Guild
- Fighters Guild
- Dawnbreaker: Increased the cost of this ability and its morphs to 125 Ultimate from 100.
Champion System
- The Shadow
- Befoul: This champion passive no longer increases the healing reduction of Meatbag Catapults.
Still encountering a bug that is triggered by the Mages Guild ability Entropy (I use Degeneration morph) and One-hand and Shield Charge ability (I used Shielded Assault morph). When either of these abilities is used as the first ability to trigger combat state on an enemy, it will sometimes cause your character to sheathe their weapons. so basically it shows the animation of the move happening but suddenly your character has their weapons put back in non-combat stance so you have to unsheathe once again. This looks especially odd when Shield Charge is used because your character basically bumps into the enemy while your shield is on your back and then you just stand there. I've posted videos of this. Let me know if you need to see them again...
...removing Bind on Equip from trials just ruins raiders too, we can't sell gear to the community...
Re: Trials BoP only...removing Bind on Equip from trials just ruins raiders too, we can't sell gear to the community...
I think this is an important statement. Trials need to drop something that is valuable to the raiders sure, but also items that raiders can then sell on to the community, and can possibly ready other players for trials too. Trials need to be made much more attractive in general in my opinion and that has to be apparent in the form of tangible rewards for the player, which must include items/gear/(mounts?) with sell on value to some extent.
A possible solution for the potions would be to increase the Potion duration to 10 minutes during a trial.
(Cooldown still 45 s)
That will be convenient for the true trial raiders
AND will make the barrier to entry for new people lower
(and also lessen the "carry the newbies burden" for the needed experienced trial players)
anitajoneb17_ESO wrote: »A possible solution for the potions would be to increase the Potion duration to 10 minutes during a trial.
(Cooldown still 45 s)
That will be convenient for the true trial raiders
AND will make the barrier to entry for new people lower
(and also lessen the "carry the newbies burden" for the needed experienced trial players)
The barrier entry for new raiders is definitely not potions. It's the difficulty, the mechanics, and the required DPS level.
You don't need the Wayshrines, you just need the Navigators. But they need to indicate that the Navigators exist, since they are new.I tested a new character and my most advanced character. The new character starts out with access to the 6 starter areas and the DLC's.
My level 50 went to check out the mage guild daily and got sent to Bankorai. Since she hasn't done much gold, she has never been there. When she went to the way shrine in elden root to try to get there, no way shrines were available in Bankorai.
In both cases, your concept of One Tamriel where anyone can go anywhere fails. There should be at least one active wayshrine in each area.
I'm going to miss this, please make it optional, as with auto-loot or an auto-loot addon it is sometimes fun to pickpocket them as you BoW them.ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, DARK BROTHERHOOD DLC GAME PACK
Combat & Gameplay
Dark Brotherhood
- The pickpocket prompt will no longer appear while you are in the middle of using the Blade of Woe on a target that can be pickpocketed.
Most of these navigators are on live even now, you just need to complete Cadwell's Gold to see them all, agree though that all the navigators in your selected alliance should become visible as you access the nearby cities/ports.You don't need the Wayshrines, you just need the Navigators. But they need to indicate that the Navigators exist, since they are new.I tested a new character and my most advanced character. The new character starts out with access to the 6 starter areas and the DLC's.
My level 50 went to check out the mage guild daily and got sent to Bankorai. Since she hasn't done much gold, she has never been there. When she went to the way shrine in elden root to try to get there, no way shrines were available in Bankorai.
In both cases, your concept of One Tamriel where anyone can go anywhere fails. There should be at least one active wayshrine in each area.
Tanis-Stormbinder wrote: »In the patch notes its states, Soulshine: Increased this item set’s Spell Damage bonus to cast time and channeled abilities to 450 from 210. But I didn't see anything in the notes what location this set drops from.
ZOS_GinaBruno wrote: »Reaper’s March: Skooma Smuggler, Senche’s Bite, Soulshine
Immortal_Dark410 wrote: »Hey I'm just wondering in the PTS notes under "Crafting & Harvesting" it is stated :
"Survey Reports received from Crafting Writs may now send you to any zone throughout the world. "
So I do writs in Craglorn for a chance at Nirn Drops from my Surveys, If i was to hand it in and get another locations survey where I get the mats, would I also have a chance at getting Nirn off that survey because I Handed the writ in craglorn?
or is that being changed?
Strider_Roshin wrote: »Is there a reason why Templars weren't nerfed this patch?
.Strider_Roshin wrote: »Is there a reason why Templars weren't nerfed this patch?
Templars don't need a nerf.
Radiant Oppression does.
You don't need the Wayshrines, you just need the Navigators. But they need to indicate that the Navigators exist, since they are new.I tested a new character and my most advanced character. The new character starts out with access to the 6 starter areas and the DLC's.
My level 50 went to check out the mage guild daily and got sent to Bankorai. Since she hasn't done much gold, she has never been there. When she went to the way shrine in elden root to try to get there, no way shrines were available in Bankorai.
In both cases, your concept of One Tamriel where anyone can go anywhere fails. There should be at least one active wayshrine in each area.
oneshot_onekill wrote: »Is the PTS open for systems too or just pc? And if it is how do we access it?
Hi everyone,
We have an update for you. We will be making the following changes to Trait attainability with the launch of Update 12:
•Prosperous and Training will be removed as a valid Trait for all items that drop in Trials
Valid Traits for Trials and Leaderboard rewards are as follows:
•Weapons – Infused, Powered, Precise, Defending, Sharpened, Charged, Decisive
•Armor – Infused, Divines, Well-Fitted, Reinforced, Sturdy
•Items drops in the overland and in dungeons will have a chance of dropping with all available Traits, including Impenetrable
Thank you all for sharing your thoughts with us on this subject. We appreciate how constructive this discussion has been, and the ideas shared.
Navigators are the new NPCs located in the main city of each zone who offer transport to the other zones. For example, the Navigator in Daggerfall offers travel to Bangkorai, Stormhaven, Auridon, and Stonefalls, and the Navigator in Elden Root offers travel to Auridon, Greenshade, Stormhaven, and Deshaan. That's exactly what you're looking for, as it gets you to the places you haven't yet explored. But as you have shown, if you don't know they exist, they're useless.I have no idea what a navigator is. That doesn't change my criticism either. I have no easy way of getting to areas I need to go to for quests if I haven't already explored them. This just doesn't work for a One Tamriel concept. We shouldn't have to do all the exploring just to complete a quest.You don't need the Wayshrines, you just need the Navigators. But they need to indicate that the Navigators exist, since they are new.I tested a new character and my most advanced character. The new character starts out with access to the 6 starter areas and the DLC's.
My level 50 went to check out the mage guild daily and got sent to Bankorai. Since she hasn't done much gold, she has never been there. When she went to the way shrine in elden root to try to get there, no way shrines were available in Bankorai.
In both cases, your concept of One Tamriel where anyone can go anywhere fails. There should be at least one active wayshrine in each area.
Transairion wrote: »@ZOS I wasn't able to find this specifically addressed in the patch notes, but are these previously confirmed trait changes active?Hi everyone,
We have an update for you. We will be making the following changes to Trait attainability with the launch of Update 12:
•Prosperous and Training will be removed as a valid Trait for all items that drop in Trials
Valid Traits for Trials and Leaderboard rewards are as follows:
•Weapons – Infused, Powered, Precise, Defending, Sharpened, Charged, Decisive
•Armor – Infused, Divines, Well-Fitted, Reinforced, Sturdy
•Items drops in the overland and in dungeons will have a chance of dropping with all available Traits, including Impenetrable
Thank you all for sharing your thoughts with us on this subject. We appreciate how constructive this discussion has been, and the ideas shared.
I've seen claims that Training/Prosperous are being removed from Dungeons/Undaunted Chests as well, but so far it just seems to be wishful thinking but I'd prefer to know sooner rather than later if I've missed something.
Thanks!
ZOS_JessicaFolsom wrote: »Hi everyone,
We have an update for you. We will be making the following changes to Trait attainability with the launch of Update 12:
- Prosperous and Training will be removed as a valid Trait for all items that drop in Trials
- Valid Traits for Trials and Leaderboard rewards are as follows:
- Weapons – Infused, Powered, Precise, Defending, Sharpened, Charged, Decisive
- Armor – Infused, Divines, Well-Fitted, Reinforced, Sturdy
- Items drops in the overland and in dungeons will have a chance of dropping with all available Traits, including Impenetrable
Thank you all for sharing your thoughts with us on this subject. We appreciate how constructive this discussion has been, and the ideas shared.
GreatWhite000 wrote: »ZOS_GinaBruno wrote: »@ZOS_GinaBrunoThis sounds like a mistake, if not, what the hell is that change? You want people to be broke? How do you expect people to be raid ready?All set drops from dungeons and Trials are bind-on-pickup.
Wtf is this
Don't forget you can trade within your group.
That means nothing. Most money made by running trials is made from selling to people who are not interested at all in PvE.
This @ZOS_GinaBruno
You guys might want to rethink this one.
I've been here since beta, but this one thing will make me leave the game immediately. I have neither the time nor the inclination to PvE to compete in PvP. I like to buy my items and PvP. This change would be the last straw (I imagine for a lot of peeps). Maybe you guys don't care? Oh well, about time to move on anyway.