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Update 13 - Sneak peak notes

  • leepalmer95
    leepalmer95
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    The non crit in pve in proc sets shouldn't be a thing to be honest.

    But either way the burst of some sets still won't be beat in pvp.

    Also this non crit nerf seems like it will affect some classes more than other.

    Nb's will receive the biggest blow as they have passives to increase crit dmg and crit chance.
    Templars next because of crit dmg
    Sorc and dk will be affected the least.

    I was kind of hoping for more to be honest, a simple only allow 1 proc in pvp would be better, or an internal cooldown of like 5s for all proc sets.
    PS4 EU DC

    Current CP : 610+

    50 Magicka Dark Elf DK
    50 Magicka Altmer Sorcerer
    50 Magicka Breton Nightblade
    50 Magicka Altmer Templar
    50 Stamina Redguard Nightblade.
    50 Stamina Redguard Templar
    50 Stamina Redguard DragonKnight
    50 Stamina Redguard Sorcerer


    RIP my effort to get 5x v16 characters...
  • actosh
    actosh
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    @ZOS_GinaBruno @ZOS_KaiSchober @ZOS_JessicaFolsom @ZOS_RichLambert @Wrobel @ZOS_BrianWheeler

    Will u, when the Update hits the Live Servers RESET all Trial Leaderboards???
    Would like to see how high the scores can get after the massive Nerf to proc sets.

    For some sets i agree and it is totaly okay, cause some of them are overperforming.
  • leepalmer95
    leepalmer95
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    Mayrael wrote: »

    AoE cap adjustments
    First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
    We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:
    • The first 6 players hit always take 100% damage
    • The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
    • The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
    • Players past 60 take 0 damage (for reference on live this is also currently 0%)
    We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.


    How this will solve blob groups problem? Its encouraging to stack! When you stack 6 or more players rest will gain a free 25% ressistance while spreaded players take 100% dmg from blob group... This will just make things worse... It should be turned in other way:
    • 6 or less players they deal 100% dmg
    • 7-30 players - they deal 75% dmg
    • 31-60 - 50% dmg
    • 60 or more deal no dmg

    I may be wrong but it doesnt look good for me...

    AOE caps are already a thing, this is basically increasing the dmg groups take.

    7-30 take 50% less dmg on the live server currently, they'll take 25% more with the proposed change so 75%.
    PS4 EU DC

    Current CP : 610+

    50 Magicka Dark Elf DK
    50 Magicka Altmer Sorcerer
    50 Magicka Breton Nightblade
    50 Magicka Altmer Templar
    50 Stamina Redguard Nightblade.
    50 Stamina Redguard Templar
    50 Stamina Redguard DragonKnight
    50 Stamina Redguard Sorcerer


    RIP my effort to get 5x v16 characters...
  • MLRPZ
    MLRPZ
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    Mayrael wrote: »

    AoE cap adjustments
    First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
    We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:
    • The first 6 players hit always take 100% damage
    • The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
    • The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
    • Players past 60 take 0 damage (for reference on live this is also currently 0%)
    We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.


    How this will solve blob groups problem? Its encouraging to stack! When you stack 6 or more players rest will gain a free 25% ressistance while spreaded players take 100% dmg from blob group... This will just make things worse... It should be turned in other way:
    • 6 or less players they deal 100% dmg
    • 7-30 players - they deal 75% dmg
    • 31-60 - 50% dmg
    • 60 or more deal no dmg

    I may be wrong but it doesnt look good for me...

    the change they bring is gonna allow you to hit harder on stacked ppl so It is a good change.
    PC - EU - AD

    CP600 Templar - High elf - AvA 50 Grand Overlord 16/10/16 /played : 111 days
    CP600 Sorc - Redguard - AvA 23 - Flawless Conqueror - Dro-m'athra Destroyer
    CP600 NB - Kahjiit - AvA 20
    CP600 DK - Dark Elf- Dro-M'athra Destroyer
    CP600 NB -Dark Elf- Flawless Conqueror
    CP600 DK -Imperial- 46K on vDSA
    CP600 Sorc -Dark Elf- Flawless Conqueror


    CP600 Templar -Redguard - EP
    CP600 Templar -Dark Elf- DC


    RIP Banana Squad Inc
    Officer of Zerg Squad
    AWAWAWAR
    La Garde de Magnus
    #Goblinslifematters


  • leepalmer95
    leepalmer95
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    UppGRAYxDD wrote: »
    Please tell me that sweeps aren't gonna be lumped into the aoe nerf...

    What aoe nerf....?
    PS4 EU DC

    Current CP : 610+

    50 Magicka Dark Elf DK
    50 Magicka Altmer Sorcerer
    50 Magicka Breton Nightblade
    50 Magicka Altmer Templar
    50 Stamina Redguard Nightblade.
    50 Stamina Redguard Templar
    50 Stamina Redguard DragonKnight
    50 Stamina Redguard Sorcerer


    RIP my effort to get 5x v16 characters...
  • MLRPZ
    MLRPZ
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    You mentioned poisons double proc'ing, but you haven't mentioned viper or selene and there multiple procs? I hope they're getting fixed.

    The sneak peak isn't a list of all the patch notes. There's lots more fixes coming.

    does it mean you fixed that aswell ? :smile:
    PC - EU - AD

    CP600 Templar - High elf - AvA 50 Grand Overlord 16/10/16 /played : 111 days
    CP600 Sorc - Redguard - AvA 23 - Flawless Conqueror - Dro-m'athra Destroyer
    CP600 NB - Kahjiit - AvA 20
    CP600 DK - Dark Elf- Dro-M'athra Destroyer
    CP600 NB -Dark Elf- Flawless Conqueror
    CP600 DK -Imperial- 46K on vDSA
    CP600 Sorc -Dark Elf- Flawless Conqueror


    CP600 Templar -Redguard - EP
    CP600 Templar -Dark Elf- DC


    RIP Banana Squad Inc
    Officer of Zerg Squad
    AWAWAWAR
    La Garde de Magnus
    #Goblinslifematters


  • sirinsidiator
    sirinsidiator
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    Hi All! As we near the end of 2016, I wanted to give a quick sneak peak into some of the more hotly debated topics recently and shed some light on how we plan on addressing them for Update 13. Keep in mind this isn't everything coming in the update... and definitely not any of the class balance changes - you will have to wait for the natch potes for the full list. :)

    Proc sets
    We are going to be making some changes to these sets to balance out their burst potential. When the update hits, any set that has a damage or heal proc component to it will no longer crit in PVE or PVP. We chose this direction as we like the concept of these sets and still want them to be interesting and viable, we just wanted to tone down their overall burst potential. (sustain is slightly reduced, while burst potential is significantly reduced)

    AoE cap adjustments
    First a bit of background - AoE caps are there to help keep single-target abilities effective in PvP. In addition, they allow players the chance to survive some of the larger-scale battles a bit longer. (especially newer players)
    We are going to modify the damage caps so that players take more damage. This will have an adverse effect on the newer players in Cyrodiil - and will make AoE more effective, but will help combat the balled-up “stack on crown” groups and spread players out more. The changes will be:
    • The first 6 players hit always take 100% damage
    • The next 7 to 30 players take 75% damage (for reference on live this is currently 50%)
    • The next 31 to 60 players take 50% damage (for reference on live this is currently 25%)
    • Players past 60 take 0 damage (for reference on live this is also currently 0%)
    We are starting fairly conservatively with this initial round of changes and once we have had a chance to see how they affect things in Cyrodiil on a large scale, we will evaluate further changes.

    Poison fixes / adjustments
    All poisons now share the same global cooldown and no longer have individual cooldowns. This means that when Update 13 goes live, it will no longer be possible to proc a poison more than once every 10 seconds.In addition, we’ve been able to track down and fix a separate issue where poisons could sometimes double proc.

    Stuck in combat in Cyrodiil
    This has been an ongoing issue in Cyrodiil for a long time now – due to the nature of combat in Cyrodiil there were cascading threat issues between players. (i.e. – You fight another player and all the threat they have on them is transferred to you) We’ve changed how threat is transferred between players and when Update 13 goes live, you should always drop combat properly after 6 seconds of ending a battle. Note: If you are grouped with other players and they are actively in combat, you will still be considered in combat as well.

    Charging into loadscreens in Cyrodiil
    We think we have a fix! It’s been really, really hard for us to repro this one internally, and therefore really difficult to fix. A huge thank you to everyone who has submitted locations and videos of how to repro the issue. If you get it again after Update 13, please let us know. (Provide the date/time & campaign - if you have a video of it, even better)

    PvPers want more things to spend AP on
    We've been working on ways to add more things that you can purchase with AP. With Update 13, we are updating the PVP vendors in your home keeps and adding a new item - Zone Bags. These Zone Bags contain a set item from an overland zone and will scale to your level. For example: the Auridon Zone Bag will only have Queen's Elegance, Twin Sisters and Veiled Heritance item sets in it. The bags will cost 5K AP and always contain one green or blue quality item in them.

    Again, this is just a sneak peak... not an exhaustive list. There is a lot more coming in Update 13, including a whole bunch of balance fixes. (Patch Notes aren't quite done yet, so hang in there for awhile longer)

    Enjoy your holidays and please be safe on New Years!

    This post is what I have been missing for a long time! Finally we get some insights into a highly controversal topic and hear what will be done with the next update and what the developers are thinking, even before it hits the PTS. Please keep it up and don't mind the people who obviously have no idea how to write constructive criticism. :)

    Regarding the stuck in combat issue, does this mean we can now heal people and no longer have to run on foot afterwards?
    And going forward what are your plans to fix the stuck in combat issues while grouped? For example when I am in some keep and one group member is on the other side of the map fighting someone, I cannot use the transit shrine or my horse, because I am stuck in combat without even having seen an enemy.
    Edited by sirinsidiator on December 27, 2016 4:31PM
  • magnusthorek
    magnusthorek
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    I always played considering the worst case scenario which is what I could do if my attacks didn't crit and because of this personal behavior I learned, more or less, how to stay cool facing such situations in which, because of half of the player base is complaining about something, the other half is screwed as well. So at least for now, I'm cool with these changes.

    But since for the first time (as far as I know) we had public sneak peak from one of the top dog bosses in the company, I would like to ask if you or anyone else can do the same bringing news from the PvE side that doesn't refer to Homestead, like, for examplel reducing the zone overhead, specially Alliance Capitals, so we don't have two or three loading screens or even having our bars locked, preventing switching, because the game still loading assets of tons of players

    I wouldn't touch the subject of most od Stamina classes/races/combos being much stronger than most of Magicka because I think the people responsible for such balancing do play as Stamina and don't want to get projudiced themselves.

    But the performance is the biggest of my concerns because it's what prevents me and lots of fellows from my country to, for example, achieve those stratospheric DPS marks because of our latency.
    :: Daggerfall Covenant

    Hayden Heartbreaker :: Breton :: Sorcerer (retired)
    Alzzll :: Redguard :: Nightblade
    Maryon Telvanni :: Dunmer :: Templar
    Khalisah al-Jilani :: Redguard :: DragonKnight
  • Beware13
    Beware13
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    @ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom

    Will the next update also put my missing VMA sharpened inferno staff back in my bank?
    [XB1][NA] 805 CP - 8 Max toons
    [PC][NA] 351 CP - 4 Max toons

    vMA Flawless • vMoL • vDSA • vAA HM • vHRC HM • vSO HM
  • texassob
    texassob
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    Sigtric wrote: »
    One thing I've learned in this thread is that a lot can't seem to comprehend what they are reading.

    Most specifically that this is just a small list of things going into the update. It's not all.

    yeah cuz we know how they ever fix anything right. regardless if they fix one thing they will screw up 2 more things.
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