Can we add heavy sacks to Sanctum, too?ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, THIEVES GUILD DLC GAME PACK
Dungeons & Group Content
Maw of Lorkhaj Trial
- Added Treasure Chests and Heavy Sacks to the Maw of Lorkhaj.
Unrelated, but similar: I've /bugged several times since Craglorn came out that the Yokudan medium gloves remove Khajiit and Argonian claws. Since the Yokudan motif is getting released with One Tamriel might you be able to poke the art team to restore Khajiit claws back to their rightful glory when wearing Yokudan medium? =3ZOS_GinaBruno wrote: »Argonian and Khajiit player characters will now retain their finger and toe claws when the Alliance Rider Hood is worn.
The Fetish: This quest can once again be acquired by purchasing the Religious Fetish Statue from Zahshur in Stonefalls.
itscompton wrote: »So can we assume weapon ultimate's have been finalized since no changes were made in this patch?
ZOS_GinaBruno wrote: »itscompton wrote: »So can we assume weapon ultimate's have been finalized since no changes were made in this patch?
For the most part, yes. It's unlikely we'll be making any additional changes to the Weapon Ultimates, barring any outstanding bugs.
Lucius_Aelius wrote: »Come on, still no changes to the Ultimates? That 2-Handed looks especially broken, and still no comment at all from the design team about it since it was announced? Guess it's time to start crafting my Stam characters Medium Armor, and probably make my Sorc a Stam Sorc again since it will be grossly OP like the rest of Stam characters....
ZOS_GinaBruno wrote: »itscompton wrote: »So can we assume weapon ultimate's have been finalized since no changes were made in this patch?
For the most part, yes. It's unlikely we'll be making any additional changes to the Weapon Ultimates, barring any outstanding bugs.
ZOS_GinaBruno wrote: »itscompton wrote: »So can we assume weapon ultimate's have been finalized since no changes were made in this patch?
For the most part, yes. It's unlikely we'll be making any additional changes to the Weapon Ultimates, barring any outstanding bugs.
Lucius_Aelius wrote: »Come on, still no changes to the Ultimates? That 2-Handed looks especially broken, and still no comment at all from the design team about it since it was announced? Guess it's time to start crafting my Stam characters Medium Armor, and probably make my Sorc a Stam Sorc again since it will be grossly OP like the rest of Stam characters....
"looks broken". Have you ever tried it? open world dawnbreaker is still better, that ulti is going to be good for duels because of the CC inmunity that grants, but that's all. The 1h&s ultimate is way more ridiculous that the 2h's one, inmortal builds weren't easy enought to made & play, so they made it easier (plus with a new set that will push blazing tanks hp up to 70k ...)
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, THIEVES GUILD DLC GAME PACK
Dungeons & Group Content
Maw of Lorkhaj Trial
- Fixed an issue where the set items in Maw of Lorkhaj had slightly restricted Traits. Previously, Shields could not drop in Well-Fitted or Sturdy, and Weapons could not drop in Infused. These issues have been remedied, and the items with those traits are now available.
Thanks Gina,
Nothing this week on ultimates, eh? *sadface.jpg*
Guess we're stuck with that destro ult that no one will use, as well as Shield Wall that everyone will use. Is the dev team happy with them as they are now?
Lucius_Aelius wrote: »I admit that Shield Wall looks powerful and should probably be a bit more expensive, but that's not the same as an Ultimate that gives you the resistance of your attacker for 8 seconds on top of the resistance you already have, in addition to the CC immunity and ignoring the armor of your opponent for the Ultimate's attack.
Lucius_Aelius wrote: »That's just ridiculous, mostly because it makes people with high resistance a liability to themselves and their teams in a fight. Moving forward this will allow glass cannons to become Tanky Cannons for a whopping 8 seconds per Ultimate use just by using their Ultimate on a Tanky character, making Tanks in PvP at least as much a detriment to their team as an asset, if not moreso.
Lucius_Aelius wrote: »People have to sacrifice a lot of buffs to become Tanky, and now they're going to be outright shooting themselves in the foot by doing so, as well as dragging their entire team down with them in the process. That's broken on a fundamental level, invalidating any Tanky Characters in PvP moving forward. Now there's no reason for anyone in PvP to ever have high resistance because you'll just end up buffing your enemy, so our efforts will always be better spent on something that will be actually useful to us and not our enemies.
Lucius_Aelius wrote: »In my case I will be abandoning any semblance of Tankiness in PvP and going full Glass Cannon to make use of this broken Ultimate myself, which will actually make me an asset to my team and not a detriment, as all players and all builds should be in one form or another. Obviously the Ultimate being Single Target stops it from being as broken as it could be, but the aspect of invalidating another player's build utterly by using a single ability is just flat-out broken, I don't know how anyone could fail to see that..
ZOS_GinaBruno wrote: »itscompton wrote: »So can we assume weapon ultimate's have been finalized since no changes were made in this patch?
For the most part, yes. It's unlikely we'll be making any additional changes to the Weapon Ultimates, barring any outstanding bugs.