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Bugs and Ninja Nerfing: lightning staff, Fighter's guild, speed, and pets... What else?

  • Izaki
    Izaki
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    Well RIP my builds...

    I mean you can still use it. If you light attack weave (which I prefer during laggy situations) there isn't much difference between a fire and a lightning staff. I probably will stick to it just for have more chances to proc Ilambris on the front bar.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • QuebraRegra
    QuebraRegra
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    SirMewser wrote: »
    Update:
    I logged onto my live character and turned on health numbers, realized my pets health has been reduced by seemingly 25% from what I've remembered, I looked for videos with people who enabled resource numbers and looked directly at their pets.
    I then asked a friend to level with me because he is new and is just about to reach level 50, got him to CP 20 and his pet's health have never changed since level 50 whereas originally they could level up to VR16/CP160.

    OP has been updated.

    Before:
    2dioxlh.png

    zt7l8z.png

    rns1llvqp4or.png

    Now:
    kaly1mgcawwp.png

    13482909_919009321554819_7605655076320670046_o.jpg

    I'm not even a sorcerer and this is appalling to me :( I like the idea of pets, they needed a bump not a nerf.
  • Shadesofkin
    Shadesofkin
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    Well RIP my builds...

    I mean you can still use it. If you light attack weave (which I prefer during laggy situations) there isn't much difference between a fire and a lightning staff. I probably will stick to it just for have more chances to proc Ilambris on the front bar.

    It's not about if you can use it, I'll likely keep it on til I get my second inferno staff, the point was that it's a nerf that was not only uncalled for, but undocumented. It takes away build diversity for those who recognized it, it washes theorycrafting down the drain, it standardizes the games endgame to Inferno yet again.

    It's a slap to "play how you want".
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Leogon
    Leogon
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    are you able to explain why its intended because clearly no one here sees the logic behind the decision?
    Wrobel and logic don't mix.
  • Armitas
    Armitas
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    Wow, if they are nerfing lit staff they must have gotten a lot of bugs fixed like my DK chains, or my reflect using my own hardy/elemental defender against me. I'm sure they fixed them because there is no way they would waste valuable development time nerfing lit staff unless they were done fixing actually important abilities.
    Edited by Armitas on September 12, 2016 5:13PM
    Retired.
    Nord mDK
  • hrothbern
    hrothbern
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    I see several posts that assume that you can one-shot sorc pets.

    Perhaps not everybody is aware of the other changes that took place with pets:
    See the patch note here below: the incoming damage of a single hit is limited to 45% of the max pet health

    PATCH 2.4.5 of May 31 this year:
    FIXES & IMPROVEMENTS, BASE GAME PATCH
    Combat & Gameplay
    General
    In addition to the Area of Effect damage reduction and PvP damage reduction, summoned pets now cannot take more than 45% of their Maximum Life in a single hit.


    I see also several posts suggesting that the health of pets should be increased, in order to improve their survivability.

    Regarding single target hits:
    A sorc pet that would have 1000 health would be almost unkillable by single target hits,
    because the max single hit damage to be absorbed is limited to 45% of 1000 is 450
    with a relatively small 9k Ward, which you get from a 30k Mag pool, the pet can absorb 20 hits.
    => pretty much unkillable from single target damage.

    Regarding AOE damage:
    Summoned Sorc pets get 90% reduction on the incoming AOE damage.
    If you want to test this 90% reduction for yourself, you can go to Wrothgar and let your pet Familiar fight against a Giant.
    The Giant does only AOE damage and the petty pet self heals are enough to keep your Familiar alive without Shields (if your character crit chance is >40%).

    Concluding:
    IF your pet health would be only 1,000, and single target damage can therefore be ignored as long as your Shield is up, your Ward only needs to absorb the AOE damage AFTER the 90% damage reduction and even modest shields would easily absorb insane AOE damages from bosses.



    Edited by hrothbern on September 12, 2016 5:26PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Foxic
    Foxic
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    I don't get it. Why Nerf necrotic orb?
    Mechanically Challenged, PCNA competitive raid guild

    Head of The Council of Raiders

    First NA vAS Hardmode(#2 world)

    World First Immortal Redeemer & Saintly Savior

    All #1 Trial scores Clockwork City patch

  • heystreethawk
    heystreethawk
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    Sallington wrote: »
    Minno wrote: »
    code65536 wrote: »
    Hey guys, thanks for your patience. We can confirm that the change to the Lightning Staff AoE proc was intended.

    Since the AoE was unintended, then all I have to say is, this mistake of yours actually improved gameplay and helped improve combat balance.

    If I were @Wrobel I would backtrack and say, "We intended the current behavior on Live all along, and this change on the PTS was a mistake," and then bask in the kudos of improving combat balance.

    I'm actually willing to bet the AOE was intended, but forgotten it was added. Then someone got fired, the change forgotten and now they think it was a bug lol.

    And that's why, you always leave a note!

    You taught me a lesson about not teaching lessons?

    It was my last lesson.

    GM of Fantasia
    I heard those symphonies come quick
  • Toast_STS
    Toast_STS
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    I will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.
    Edited by Toast_STS on September 12, 2016 6:22PM
    VR14 DK Leaps-in-keeps
  • SirMewser
    SirMewser
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    @hrothbern
    hrothbern wrote: »
    I see several posts that assume that you can one-shot sorc pets.

    Perhaps not everybody is aware of the other changes that took place with pets:
    See the patch note here below: the incoming damage of a single hit is limited to 45% of the max pet health

    PATCH 2.4.5 of May 31 this year:
    FIXES & IMPROVEMENTS, BASE GAME PATCH
    Combat & Gameplay
    General
    In addition to the Area of Effect damage reduction and PvP damage reduction, summoned pets now cannot take more than 45% of their Maximum Life in a single hit.


    I see also several posts suggesting that the health of pets should be increased, in order to improve their survivability.

    Regarding single target hits:
    A sorc pet that would have 1000 health would be almost unkillable by single target hits,
    because the max single hit damage to be absorbed is limited to 45% of 1000 is 450
    with a relatively small 9k Ward, which you get from a 30k Mag pool, the pet can absorb 20 hits.
    => pretty much unkillable from single target damage.

    Regarding AOE damage:
    Summoned Sorc pets get 90% reduction on the incoming AOE damage.
    If you want to test this 90% reduction for yourself, you can go to Wrothgar and let your pet Familiar fight against a Giant.
    The Giant does only AOE damage and the petty pet self heals are enough to keep your Familiar alive without Shields (if your character crit chance is >40%).

    Concluding:
    IF your pet health would be only 1,000, and single target damage can therefore be ignored as long as your Shield is up, your Ward only needs to absorb the AOE damage AFTER the 90% damage reduction and even modest shields would easily absorb insane AOE damages from bosses.
    The moral of this discussion is that it is not okay to be making stealth/undocumented and released modifications to a product in which the community paid for as it is deceitful.

    Now, what post here are you referring to?
    Please stay within this discussion and not take something external (that could potentially be irrelevant and outdated) to compromise constructive topics.

    Let's be open minded here...
    Pets having small health pools is not fine nor justified by a 45% cap to damage taken.
    Anyone and especially those who have experience with pets know that end-game content has; AoEs DoTs that deal >10K to player >= 1.5K to pets per second, on-top of idiotic AI, what ever aggro they are holding, and status DoTs.

    It is easy to keep them alive in trials and veteran dungeons, but only when the players use damage shields proactively, this is against ZoS' design as they are expected to be used reactively and requires the player to primarily focus on the pets.

    The reason why this is bad for players is because it reduces diversity in; player skill set, role, and pet design (example: a "tank pet" such as the Clannfear should be capable of withstanding being hit hard multiple times to define a role just like any player/npc). This also becomes an annoyance in terms of situational events/phases during combat for the player where the player is forced to stop or reduce; mechanic avoidance, ally support, and damaging because of defensive micromanagement.

    By force, it is referring to the fact that the Winged Twilight dying could leave a healing Sorcerer as a liability, having the Scamp die reduced DPS, having the Clannfear die reallocates aggro onto other players. All of which hinders 2 or more skill slots to be rendered as useless.
    Wrobel wrote: »
    We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.
    Just because an individual such as a developer tells you that something has been added to makeup for a flawed design does not mean that the problem has came to a resolve. If that were the case, why is there discussions in the first place? Maybe people want their pets to have more health because they understand part of the problem to an extent through experience, whereas, others don't.

    As for pvp, any good player can kill a pet in a matter of seconds because either they are with a group, or they deal high initial burst damage that is in combo of 3 or more (which can happen within a second) therefor making the 45% cap a redundancy and that is when health and resistance goes into play.

    Another aspect is giving pets' resistance, the dynamic value of resistance only fortifies if the health pool is able to withstand multiple attacks, the more health you have the more times you can be hit (hypothetically) in which case makes resistance a multiplier to the amount of same magnitude hits that can be taken. If the number of hits taken can only ever be 3 times till health depletes, then having resistance also becomes a redundancy. Don't even bring up damage shields because as said, the pets may as well not even have resistance let alone health while the ward becomes a proactive ability, it is a lazy "fix" which many are fed up with getting and resigns to boring gameplay (what sane person wants this?)

    So yes, the pets' vitality reduction was a nerf, not concurring would only come from one without gameplay experience and relies on contextual comprehension or has not bothered to read this comment at all. Interpret that however you wish, it is not said to be a personal attack but a correction as I wish for this game to get better and not be driven in the wrong way without something incentive on the problem at hand.

    Thank you.
    Edited by SirMewser on September 13, 2016 2:27AM
  • Wrecking_Blow_Spam
    Wrecking_Blow_Spam
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    Toast_STS wrote: »
    I will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.

    Is Seargents Mail better than elegance?
    Xbox one EU
    8 Flawless conquerors on all class specs (4 stam, 4 magicka)
    Doesn't stand in red
  • Toast_STS
    Toast_STS
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    Toast_STS wrote: »
    I will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.

    Is Seargents Mail better than elegance?

    Damage wise for the heavy attack yes. But you have to deal with the bug that it can be purged from you. To get the bonus back you have to leave combat and re-equip a piece of the set. It was just fixed on the PTS so it's kind of annoying to use in groups with templars currently.
    VR14 DK Leaps-in-keeps
  • SirMewser
    SirMewser
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    OP update:
    The Tri Focus in the Destruction Staff skill line does not damage nearby enemies for 100% of the damage done at no point during the channel.
    Testing considers same NPCs to rule out resistance.
    This occurs on both pts and live, however, has been recently became public knowledge.
    On PTS the splash damage has been increased by 6% in ratio to the damage done on the primary target (82% up from 76%).
    Source: https://forums.elderscrollsonline.com/en/discussion/291198/lightning-staff-confusion#latest
    Edited by SirMewser on September 13, 2016 2:50AM
  • Toast_STS
    Toast_STS
    ✭✭✭✭
    SirMewser wrote: »
    OP update:
    The Tri Focus in the Destruction Staff skill line does not damage nearby enemies for 100% of the damage done at no point during the channel.
    Testing considers same NPCs to rule out resistance.
    This occurs on both pts and live, however, has been recently became public knowledge.
    On PTS the splash damage has been increased by 6% in ratio to the damage done on the primary target (82% up from 76%).
    Source: https://forums.elderscrollsonline.com/en/discussion/291198/lightning-staff-confusion#latest

    Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.
    VR14 DK Leaps-in-keeps
  • Alpheu5
    Alpheu5
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    My PvE Clannfear on live has the same health as my PvE Clannfear on the PTS, so I'm not sure what's going on in those screenshots. The only major pet discrepancy that I've been able to tell so far is regards to duelling. In short:

    https://forums.elderscrollsonline.com/en/discussion/289695/duelling-pets-are-completely-broken#latest

    It wasn't fixed with 2.6.1, which is incredibly annoying because it just means I have to go yet another week or so without being able to test my stuff properly. I hope it's not the case that by the time it does get fixed, the EU characters will be copied over and I lose access to my gear that isn't available on the PTS.
    Edited by Alpheu5 on September 13, 2016 3:08AM
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • SirMewser
    SirMewser
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    Toast_STS wrote: »

    Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.

    Can someone else confirm this?
    I have done a key string search through patch notes dating back to v1.4.4 on the forums and online, nothing of relevance.
    I am getting same damage ratio numbers as the OP of the original source, seems fixated to distance.
    Alpheu5 wrote: »
    My PvE Clannfear on live has the same health as my PvE Clannfear on the PTS, so I'm not sure what's going on in those screenshots. The only major pet discrepancy that I've been able to tell so far is regards to duelling. In short:

    https://forums.elderscrollsonline.com/en/discussion/289695/duelling-pets-are-completely-broken#latest

    It wasn't fixed with 2.6.1, which is incredibly annoying because it just means I have to go yet another week or so without being able to test my stuff properly. I hope it's not the case that by the time it does get fixed, the EU characters will be copied over and I lose access to my gear that isn't available on the PTS.

    Read post, I said live.
    Pictures are from before they were nerfed, don't know what updated did it since I said I turned on resource numbers (they were disabled for a while).
    I have updated the post to make it simpler to understand.
    The extra health for pvp is suppose to be 5K however battle spirit reduces it and does not allow pets to recover health past that extra amount passively. They would be able to if ZoS gave them back the amount of health they had to begin with and not just for pvp.
    Edited by SirMewser on September 13, 2016 3:31AM
  • Toast_STS
    Toast_STS
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    SirMewser wrote: »
    Toast_STS wrote: »

    Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.

    Can someone else confirm this?
    I have done a key string search through patch notes dating back to v1.4.4 on the forums and online, nothing of relevance.
    I am getting same damage ratio numbers as the OP of the original source, seems fixated to distance.

    Yeah, that's for live at least. I will test it out myself on PTS later tonight.

    Here is a clip from live. tick does 14089 and AoE damage is 18314 which is 129%. But the enemies that are farther away take all the same damage. IDK what's going on here

    http://xboxdvr.com/gamer/Toast STS/video/21346584
    Edited by Toast_STS on September 13, 2016 3:26AM
    VR14 DK Leaps-in-keeps
  • SirMewser
    SirMewser
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    Toast_STS wrote: »
    SirMewser wrote: »
    Toast_STS wrote: »

    Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.

    Can someone else confirm this?
    I have done a key string search through patch notes dating back to v1.4.4 on the forums and online, nothing of relevance.
    I am getting same damage ratio numbers as the OP of the original source, seems fixated to distance.

    Yeah, that's for live at least. I will test it out myself on PTS later tonight.

    Here is a clip from live. tick does 14089 and AoE damage is 18314 which is 129%. But the enemies that are farther away take all the same damage. IDK what's going on here

    http://xboxdvr.com/gamer/Toast STS/video/21346584

    Thank you for sharing the video, it is closer to what we have on live than pts though.

    I don't understand what is going on either.

    From video:
    [First tick]:
    Scamp (primary starget): 11543
    Scamp (in splash): 15005
    Banekin (in splash): 15005 (This could mean that resistance is based on primary target).
    Ratio: 130% damage

    [Critical 2nd tick]:
    Scamp (primary starget): 14089
    Scamp (in splash): 18314
    Banekin (in splash): 18314
    Ratio: 130% damage
    During the channel on the scamps, the ticks did not change based on distance despite player movement.
    Nothing is affected per tick by mob density amount and/or range.

    [Boss (critical)]:
    Dremora Hauzkyn: 12116
    Dark Ember: 10090 (This seems to considers resistance not of the primary target).
    Ratio: 83% damage
    Doesn't explain any distance bonus as the player was further away from the targets on the initial tick than the scamps.
    The player was dealing more damage to the closer range scamps than the boss (the boss could have thrown off the numbers because of resistance), however, scamps were stuck for 130%, so my question is, did you mean the damage decreases the further away you are? That is not confirmed from what I've seen. Mechanically this would be nice to know as true as this would make DPS increase the closer you are. I am not getting this on pts.

    Note: If the primary target is stuck critically the AoE is critical, never does the splash damage exclusively critically strike, at least not on the date of that video.

    Edited by SirMewser on September 13, 2016 10:41PM
  • Toast_STS
    Toast_STS
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    SirMewser wrote: »
    Doesn't explain any distance bonus as the player was further away from the targets on the initial tick.

    Note: If the primary target is stuck critically the AoE is critical, never does the splash damage exclusively critically strike, at least not on the date of that video.

    Yeah, the splash damage doesn't double crit.

    "Doesn't explain any distance bonus as the player was further away from the targets on the initial tick." Sorry, I may not have explained it correctly. It has nothing to do with the player distance. It's the distance between the enemy you hit with the heavy attack and the enemies that will receive the splash damage. Tightly stacked mobs will take more damage.
    VR14 DK Leaps-in-keeps
  • hrothbern
    hrothbern
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    SirMewser wrote: »
    @hrothbern
    hrothbern wrote: »
    I see several posts that assume that you can one-shot sorc pets.

    Perhaps not everybody is aware of the other changes that took place with pets:
    See the patch note here below: the incoming damage of a single hit is limited to 45% of the max pet health

    PATCH 2.4.5 of May 31 this year:
    FIXES & IMPROVEMENTS, BASE GAME PATCH
    Combat & Gameplay
    General
    In addition to the Area of Effect damage reduction and PvP damage reduction, summoned pets now cannot take more than 45% of their Maximum Life in a single hit.


    I see also several posts suggesting that the health of pets should be increased, in order to improve their survivability.

    Regarding single target hits:
    A sorc pet that would have 1000 health would be almost unkillable by single target hits,
    because the max single hit damage to be absorbed is limited to 45% of 1000 is 450
    with a relatively small 9k Ward, which you get from a 30k Mag pool, the pet can absorb 20 hits.
    => pretty much unkillable from single target damage.

    Regarding AOE damage:
    Summoned Sorc pets get 90% reduction on the incoming AOE damage.
    If you want to test this 90% reduction for yourself, you can go to Wrothgar and let your pet Familiar fight against a Giant.
    The Giant does only AOE damage and the petty pet self heals are enough to keep your Familiar alive without Shields (if your character crit chance is >40%).

    Concluding:
    IF your pet health would be only 1,000, and single target damage can therefore be ignored as long as your Shield is up, your Ward only needs to absorb the AOE damage AFTER the 90% damage reduction and even modest shields would easily absorb insane AOE damages from bosses.
    The moral of this discussion is that it is not okay to be making stealth/undocumented and released modifications to a product in which the community paid for as it is deceitful.

    Now, what post here are you referring to?
    Please stay within this discussion and not take something external (that could potentially be irrelevant and outdated) to compromise constructive topics.

    Let's be open minded here...
    Pets having small health pools is not fine nor justified by a 45% cap to damage taken.
    Anyone and especially those who have experience with pets know that end-game content has; AoEs DoTs that deal >10K to player >= 1.5K to pets per second, on-top of idiotic AI, what ever aggro they are holding, and status DoTs.

    It is easy to keep them alive in trials and veteran dungeons, but only when the players use damage shields proactively, this is against ZoS' design as they are expected to be used reactively and requires the player to primarily focus on the pets.

    The reason why this is bad for players is because it reduces diversity in; player skill set, role, and pet design (example: a "tank pet" such as the Clannfear should be capable of withstanding being hit hard multiple times to define a role just like any player/npc). This also becomes an annoyance in terms of situational events/phases during combat for the player where the player is forced to stop or reduce; mechanic avoidance, ally support, and damaging because of defensive micromanagement.

    By force, it is referring to the fact that the Winged Twilight dying could leave a healing Sorcerer as a liability, having the Scamp die reduced DPS, having the Clannfear die reallocates aggro onto other players. All of which hinders 2 or more skill slots to be rendered as useless.
    Wrobel wrote: »
    We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.
    Just because an individual such as a developer tells you that something has been added to makeup for a flawed design does not mean that the problem has came to a resolve. If that were the case, why is there discussions in the first place? Maybe people want their pets to have more health because they understand part of the problem to an extent through experience, whereas, others don't.

    As for pvp, any good player can kill a pet in a matter of seconds because either they are with a group, or they deal high initial burst damage that is in combo of 3 or more (which can happen within a second) therefor making the 45% cap a redundancy and that is when health and resistance goes into play.

    Another aspect is giving pets' resistance, the dynamic value of resistance only fortifies if the health pool is able to withstand multiple attacks, the more health you have the more times you can be hit (hypothetically) in which case makes resistance a multiplier to the amount of same magnitude hits that can be taken. If the number of hits taken can only ever be 3 times till health depletes, then having resistance also becomes a redundancy. Don't even bring up damage shields because as said, the pets may as well not even have resistance let alone health while the ward becomes a proactive ability, it is a lazy "fix" which many are fed up with getting and resigns to boring gameplay (what sane person wants this?)

    So yes, the pets' vitality reduction was a nerf, not concurring would only come from one without gameplay experience and relies on contextual comprehension or has not bothered to read this comment at all. Interpret that however you wish, it is not said to be a personal attack but a correction as I wish for this game to get better and not be driven in the wrong way without something incentive on the problem at hand.

    Thank you.

    I refer to your own post #221, where you mention the lower health, without the full picture of that change that should include the changed "damage taken" limits of 45% and 10%.
    My post does mention this additional change that does in fact strengthen the survivability of the pets. It was not a stealth nerf.

    You say:
    It is easy to keep them alive in trials and veteran dungeons, but only when the players use damage shields proactively, this is against ZoS' design as they are expected to be used reactively and requires the player to primarily focus on the pets.
    and you give the statement of Wrobel confirming that.

    Here I agree with you that the intention to use the shield reactively is not really realistic because once the pet is in combat, you have to keep up that shield all the time. During the small time windows with a blown away shield that can occur after a heavy damage burst of multiple enemies, the pet health is your last reserve, that can handle two more big hits, buying time.
    With the healing Twilight you can take your chances, by parking the Twilight with the Block commando, so that the Twilight does not engage in combat.


    I play a Sorc now since 2 months, after more than 2 year a NB tank.
    I solo/duo currently with one or two pets in PVE and a while ago with the Clanfear in PVP.
    Regardless what the devs had in mind about how to play the pets in terms of reactive shields and all the logic and arguments:
    My pragmatical stance is:
    1. The current UI does NOT show me the health of my pets and therefore I cannot know WHEN to act just in time with a reactive shield or a reactive Clanfear/Twilight heal
    2. With the current game mechanics and kinds of damages: If I use my shield or Clanfear heal pro-actively, my flock stays most of the time alive, including myself.
    3. In solo/duo or PVP it is not a disaster when a pet dies. But it is every time an increased risk to die, like being CCed in PVP.
    4. When I run the numbers, as I demonstrated in the post you react upon, a lower pet health makes the protective value of the shield bigger for the pet.

    About that being constructive:
    I think that just complaining about that health reduction is not constructive when the 45% and 10% limit on "damage taken" are omitted in the complaint.
    I think that the chosen way by the devs, the % limits of damage taken, has improved the pet survivability, but not enough to play really reactively.

    Making the pet health visible in the standard UI and tweaking the % damage taken should be enough to get the reactive play style desired and improve the viability of the pets


    Edited by hrothbern on September 13, 2016 6:18AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Lava_Croft
    Lava_Croft
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    Does the community just need to host its own website to track bugs and undocumented changes? It's pretty clear that ZOS is not up to the task and threads like this only further strengthen the idea that meaningful communication between developers and customers just doesn't exist.

    :(
  • SublimeSparo
    SublimeSparo
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    Wow they nerfed Mystic Orb... wtf. Magicka really needs more nerfs right now
    PS4 EU CP900. PS4 NA CP600,
    vAA HM ☆ vHRC HM ☆ vSO HM ☆ vMOL
    4th Console vMOL clear,
    vMA cleared on all classes stam & magic

    My Tribe
    EU
    High Sparo - Altmer - mSo DD.
    Wood Sparo - Bosmer - sNB DD
    Nord Sparo - Nord -sDK DD/Tank.
    Bubble Girl - Imperial -sTe DD
    Succubus Sue - Breton - mNB Tank.
    Andrana Stormlock - Altmer - mTe Healer/ DD
    Elvali Marvani - Dunmer - mDK DD.
    Venemus Draconem - Redguard - sDK DD
    Jayri Leki - Redguard - sSo DD.
    Miss Jabsalot - Altmer - mTe PvP DD/ Tank
    Mireli Hlaano - Dunmer - mNB DD.
    Ms Shanks - Redguard - sNB DD/ le bank

    NA
    Dilemma Dame - Altmer - mDK DD
    Stamsorc Kitty - Redguard - sSor DD
    Aia Draconis - Imperial - sDK Tank
    Decides-Who-Lives - Argonian - mTe Healer
    You wont stop me - Altmer - mSo DD
    Stab in the dark - Khajiit - sNB DD
    Jabjabjab Beambeambeam - Dunmer - mTe DD
    Spatium Auxiliarus - Imperial - hTe Tank&bank
    Spectre - Altmer - mNB DD
    Can't-Main-Tank -Argonian - sDK offTank
  • Dracane
    Dracane
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    @OtarTheMad @SirMewser

    The change to pet health happened with dark brotherhood
    They said, they increase pet health by 5000 in pvp.
    Yea, they did. But also decreased their health by roughly 5k :) So they are much squishier in pve and even a bit squishier than before in pvp.

    I reported it countless times and made threads about it, along with the 100 other pet bugs in existence, but it was never acknowledged by ZoS.
    If I remember correctly, someone from Pax told me, that they plan to fix pet health and survival issues in the future.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
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    Toast_STS wrote: »
    I will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.
    @Toast_STS

    Get rekt :) You can forget your sergeants mail now.
    You know why ? They completely overhauled lightning staff heavy attacks.

    So far, every single tick profits from things like sergeants mail, undaunted weaver, molten weapons and all these things.
    But now, only the last tick profits from them. So your damage will be pitiful. Sorry
    Edited by Dracane on September 13, 2016 9:52AM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Moglijuana
    Moglijuana
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    Wait...Vicecannon really doesn't proc from cloak anymore? Is that a joke? The dot barely ticks for 400 in Cyrodiil anyways and now they make it even less of a chance to be used?
    Edited by Moglijuana on September 13, 2016 3:30PM
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • OtarTheMad
    OtarTheMad
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    Dracane wrote: »
    @OtarTheMad @SirMewser

    The change to pet health happened with dark brotherhood
    They said, they increase pet health by 5000 in pvp.
    Yea, they did. But also decreased their health by roughly 5k :) So they are much squishier in pve and even a bit squishier than before in pvp.

    I reported it countless times and made threads about it, along with the 100 other pet bugs in existence, but it was never acknowledged by ZoS.
    If I remember correctly, someone from Pax told me, that they plan to fix pet health and survival issues in the future.

    Just sad because I had a fun build planned. I won't scrap it yet, as things change in PTS all the time but I won't be surprised if I have to change it to something else.

  • Solariken
    Solariken
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    RoyJade wrote: »
    As I just say on an another thread :

    After a lot of reflection, I think the best solution should be to keep the "bug" fix but to apply the 100% splatch damage with the cumulated channeled attack. If you deal 2000 damage x3 then 2000 final damage, you should do 8000 splatch damage.

    After all, the passive says "fully charged heavy shock attack damage nearby enemies for 100% of the damage done". Nothing say specifically "the last tick's damage", the HA shock is a channel and the "heavy attack" damage is the cumulated damage, not the last tick. ZOS already stated that when they applied molten armament's buff to all tick after a lot of threads.

    At a conclusion : bug fixed, aoe damage still here, shock staff still relevant in endgame build and a new burst channeled aoe for magicka players.

    If we can't have the current live mechanic, this is a great compromise! @Wrobel
    Edited by Solariken on September 13, 2016 4:17PM
  • dagonbeer
    dagonbeer
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    Can the splash damage crit at least? Right now on live I believe it cannot crit.
  • Dracane
    Dracane
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    dagonbeer wrote: »
    Can the splash damage crit at least? Right now on live I believe it cannot crit.

    It cannot crit.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    SirMewser wrote: »
    Update:
    I logged onto my live character and turned on health numbers, realized my pets health has been reduced by seemingly 25% from what I've remembered from the last time I had health numbers enabled, I looked for videos with people who enabled resource numbers and looked directly at their pets.
    I then asked a friend to level with me because he is new and is just about to reach level 50, got him to CP 20 and his pet's health have never changed since level 50 whereas originally they could level up to VR16/CP160.

    OP has been updated.

    Before:
    2dioxlh.png

    zt7l8z.png

    rns1llvqp4or.png

    Now:
    kaly1mgcawwp.png

    13482909_919009321554819_7605655076320670046_o.jpg

    Thanks for the screenshots! This is, indeed, a bug and not an intended change.

    If you have bug reports or even want to give feedback, please make sure you're posting new threads instead of replying in existing threads with different topics. It's a lot harder for us to track when multiple topics are in a single thread. Thanks!


    Edit: The issue with Necrotic Orb is also a bug.
    Edited by ZOS_GinaBruno on September 13, 2016 6:30PM
    Gina Bruno
    Senior Creator Engagement Manager
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