FoolishHuman wrote: »Why the change to strife? Do you realize there are people that still try to play healers with other classes than templar? Now this becomes even harder. Why not just change Templar to Healer or Cleric and stop pretending that every class should be able to play every role? At least give us some stamina restore ability on restoration staffs. Anything, please.
FoolishHuman wrote: »Why the change to strife? Do you realize there are people that still try to play healers with other classes than templar? Now this becomes even harder. Why not just change Templar to Healer or Cleric and stop pretending that every class should be able to play every role? At least give us some stamina restore ability on restoration staffs. Anything, please.
So, so much these two points.
ZOS, why do you hate non-Templar healers? We try so hard!
Well, you see the major expedition was increased from 2 seconds to 8, making it extremely useful on a gap closer.I think the chains major expedition buff is really interesting, but I still think that it's so weird to attach a motility buff to a gap closer. Typically, we want mobility to get away from things and a gap closer to... close the gap to things. Why attach the ability to escape to an ability to get close?
The change to coagulating blood is profoundly odd. Now we've made our healing independent of the urgency of the heal? Just for example, if I were to have a 40k magicka pool and I were down to my last cast of coagulating blood I'd only have an approximiately (doing some pretty round numbers off the cuff) 6k heal (but now it can crit). That doesn't strike me as overwhelming. It just means that coagulating blood is only useful in a situation where you are both incredibly low on resources - about to die due to low magicka. Often when you're desperate for a burst heal you want to be in a recoverable position, but this means that in order to burst heal you've got to have nothing left in the tank with which you can follow up.
jknight201 wrote: »So it looks like in Zos-speak that "balance" really means nerfing most classes and abilities to cater to the PVP crowd, but doing it in a way that does not help PVP and only hurts PVE. Does Zos even realize how badly unbalanced the classes are? Obviously not based on these changes.
It would be unfair with the players who have dedicated templar healers to let anyone be a healer. So no point in being a templar. I guess in the way the game is structured , just because you are allowed to heal even if not a templar that doesn't mean you should be healing. Same goes for DK dps, it is not as good and will never be as good as an actual dps specific class. If you are a nightblade and you come to one of my groups as a healer you can count that will be an instant kick...
Why do they always insist on ruining my sneak sustain patch after patch....Relentless Focus (Grim Focus morph):
The initial cast of this morph now costs Stamina instead of Magicka.
Great change. Makes me wanna use this again. One problem, your opponent can run through both runes with cc immunity and they activate and disappear. Please make it so cc-immune targets are not effected. Possibly bump up the targets to 3 or 4 players to compensate for having no debuffs compared to Mass Hysteria.Manifestation of Terror (Aspect of Terror morph):
The traps summoned by this morph are no longer visible to enemy player characters.
The traps summoned by this morph can now fear up to 2 enemies each, up from 1 enemy each.
Fixed teleport strike!... i really hope this is true. This sounds amazing.Shadow Cloak: Fixed an issue where the invisibility from this ability and its morphs was being broken by certain abilities, such as Teleport Strike, Dark Flare, and Weapon Enchantments.
Amazing. Cloak fix and now this.... you spoil me zos.Reduced the amount of time required to exit combat with another player character to 6 seconds without performing any hostile actions from 30 seconds.
This is interesting. The duration is unchanged and basically you can spam your ultimate to jump around as if you were Ambush spamming. I wonder whats the damage for doing so. Kind of ruins the whole nb veiled strike synergy but o well.Vampire - Clouding Swarm (Bat Swarm morph): This morph no longer causes your character to pulse invisibility every second it is active. Instead, activating the swarm now allows you use the ability again to instantly teleport to an enemy up to 22 meters away and deal high damage. This teleport can be used as many times as possible within the swarm’s duration.
Probably the biggest blow to heavy stamina users but i embrace this so much. Finally no more of this: "cc'd, casts shuffle, vigor, rally in under 3 seconds". This destroys stamina sustain and makes players spamming heals to be careful. Finally CC'ing stamina users to drain stamina is a viable option.The Lady - Unchained: This ability now reduces the cost of a single Stamina ability by 80% for 5 seconds instead of reducing the cost of all Stamina abilities used within 3 seconds by 80%.
Awesome change but im a little worried (explained why below).Adjusted the Area of Effect damage thresholds for all abilities. The new thresholds are as follows:
Targets 1 – 6: 100% damage taken with all secondary effects applied.
Targets 7 – 24: 75% damage taken with no secondary effects applied (formerly 50% damage taken).
Targets 25 – 60: 50% damage taken with no secondary effects applied (formerly 25% damage taken).
Why isn't this much more? You can't leave This ability like it is in game right now for another full patch rotation. Why havent you guys reverted to the old pts damage model when it was released? Its powerful because its unblockable/uninteruptable. Why does it have to deal faceroll amounts of damage as well? This ultimate with the new AoE cap change is going to be very annoying to say the least. I guess im never going to go near other players in pvp again.Elemental Storm:
Reduced the damage for this ability and its morphs by 5%.
MaddPowered wrote: »Thank you for these patch notes Gina!
I appreciate how the PvPers complained and you did your very best to help fix it!
By nerfing PvE to the ground.
I think it's time to hire a new game balancer.
It would be unfair with the players who have dedicated templar healers to let anyone be a healer. So no point in being a templar. I guess in the way the game is structured , just because you are allowed to heal even if not a templar that doesn't mean you should be healing. Same goes for DK dps, it is not as good and will never be as good as an actual dps specific class. If you are a nightblade and you come to one of my groups as a healer you can count that will be an instant kick...
Fortunately for all (un)concerned, I won't come to one of your groups...
That aside: The major charm of ES games has been flexibility and being able to make workable builds that don't fall into the same boring old cookie-cutters. Elder Scrolls Online is supposed to present a game where there are many ways to accomplish a goal, rather than just "Fighter Mage Cleric Thief" that you have in basically every vanilla MMO. Sometimes they do that. With these notes, they undo that.
WarLord2905 wrote: »
If your not interested in end game content, by all means play as you like.
Well, didn't see nerf to curse coming.
I'm not sure if I missed it or not but, can you apply a new curse after the main explosion without clearing the echo?
If so the change would be ok as you would effectively get a double explosion every 12 seconds.
Otherwise it's almost a 50% damage reduction. Will need to check the pts I guess.
Otherwise, housing looks good.
Just rollplaying buffs for mana nightblades... gg zos
you dont love this class :-* buff your mana dks more gg
ZOS_GinaBruno wrote: »List of Homes
- Staple Homes
- Inns
- Mara's Kiss Public House: As the least restricted seaport in the Summerset Isles, Vulkhel Guard has visitors from across Tamriel—and you're likely to meet most of them hoisting a mug at the Mara's Kiss Pub.
- The Ebony Flask Inn Room: The Dark Elves may not worship Dibella, but down at the cornerclubs they show that they still know how to have a good time—in their own special way.
- The Rosy Lion: This inn has always had the reputation of being the safest place in Daggerfall for common citizens in search of illicit services to meet their shadier counterparts.
- Apartments
- Barbed Hook Private Room, 11,000 gold: Like every busy port, Skywatch has a seamy underside. A private room at the Barbed Hook offers easy access to the criminal classes—and a quick escape from the nearby docks.
- Flaming Nix Deluxe Garret, 13,000 gold: Even if you don't personally have a taste for the famous fire-pit dancing at the Flaming Nix, you have to admit it adds a certain cachet to having a room there. Not to mention an unusual fragrance.
- Sisters of the Sands Apartment, 12,000 gold: In Sentinel, the best way to hide out in plain sight is with a private room in the Sisters of the Sands, the town's largest inn. It also has the best food in the city, and is the place King Fahara'jad sends to for take-out.
- Small Homes
- Autumn's-Gate, 60,000 gold: In the heart of The Rift, just outside the lively, small town of Nimalten, you will find this sturdy wooden home, with a large hearth to keep you warm in the Skyrim winter, and a stone wall to keep out the trolls.
- Black Vine Villa, 54,000 gold: Would you want to live in an old stone house just across a dark jungle stream from a haunted Ayleid ruin? Silly question—who wouldn't?
- Captain Margaux's Place, 56,000 gold: The famous Breton merchant-explorer Captain Margaux hasn't been seen since her ship the Golden Spriggan sailed off over the horizon into the Sea of Pearls—which makes her house near the docks in Daggerfall available for you!
- Cyrodilic Jungle House, 71,000 gold: An Imperial, of course, is at home anywhere in Tamriel. This compact house at the Baandari Trading Post in Malabal Tor is a bit of Cyrodiil in Valenwood, and just steps away from the fine food and drink at the Silver Moons Inn.
- Hammerdeck End, 65,000 gold: The house may be small, but the surrounding deck is spacious, convenient for outdoor dining, as well as the Orcish recreations of deer-fishing and taking archery potshots at passing assassin beetles.
- Humblemud, 40,000 gold: A mud house is a constant reminder of the impermanence of life, and that we are but standing waves in the river of existence. But one still wishes it to look nice and comfortable, and decorates accordingly. Of course.
- Kragenhome, 69,000 gold: This residence might not be in Kragenmoor's best neighborhood, but if you're looking for classic Dunmeri architecture at an affordable price, this town house certainly fits the bill.
- Moonmirth House, 50,000 gold: A small elevated house on an idyllic plantation in the mild and hospitable clime of Khenarthi's Roost? This one would find that sweet paradise!
- Snugpod, 45,000 gold: A perfect graht-oak pod home, grown by a Home Singer from the very roots of Elden Root—compact, comfortable, and convenient to everything. Praise Z'en!
- Twin Arches, 73,000 gold: It may be small but it's solid, and it keeps the sandstorms out. The scenery is magnificent, but if you're in the mood for civilization, it's right outside the south gate of Hallin's Stand.
- Classic Homes
- Medium Homes
- Bouldertree Refuge, 190,000 gold: When civilization grows too confining, it's a relief to be able to withdraw into a handsome home in the wilds—especially one with an imposing wall around it, to keep out beasts and bandits.
- Cliffshade, 255,000 gold: Just outside the Aldmeri settlement of Marbruk, the forest is wide and open, the climate is mild, the setting idyllic: the elegant home of Cliffshade seems an abode blessed by the gods.
- Domus Phrasticus, 295,000 gold: No one has seen Phrastus the Scholar since his ill-advised return to the Imperial City. He's probably fine—he must be!—but in the meantime, his walled town house in Elinhir is available on an indefinite basis.
- Grymharth's Woe, 280,000 gold: Fine urban living in Windhelm is now available at this commodious town home, which features a lofty main floor, two fireplaces, and a second-floor balcony. Alas, that balcony lacks a railing, which is how Grymharth, after too much mead, came to woe.
- House of the Silent Magnifico, 320,000 gold: After the death of his beloved daughter Haruzeh at the Running of the Dunerippers, the Magnifico Z'za retired to his house in Sentinel and never spoke again, spending his last days playing endless games of hammergammon with his trained monkey, Lizard.
- Mournoth Keep, 325,000 gold: This fortified household is strong, intimidating, and remote—in short, everything an Orc holds dear. And if you get tired of the "remote" part, there's a convenient wayshrine just outside your gate!
- Ravenhurst, 260,000 gold: Two floors, no waiting, in this handsome walled town house makes for prime real estate in the quaint Rivenspire town of Fell's Run. The local story that the ravens that loiter around the front steps are the revenant spirits of former owners is absurd.
- Sleek Creek House, 335,000 gold: All your friends are already nearby in Rawl'kha, yes? Invite them over to have a party at your so-sleek riverside house, with its private garden and over-creek deck. Much sweetness!
- The Ample Domicile, 195,000 gold: “This house is a good house, plenty of room for guar! Palisade is strong to keep guar from straying, and many guar can feed in the garden! Very good, yes! Esqoo will come to visit often!" —Esqoo of Dhalmora
- Velothi Reverie, 323,000 gold: This charming abode was named after both the Prophet Veloth who founded the surrounding town of Narsis, and the Velothi Mountains that rise above the walled garden at its rear.
- Large Homes
- Dawnshadow, 1,275,000 gold: Ah, such a sweet estate, with every appurtenance—out in the country, yet convenient to the nearby Khajiiti metropolis of Dune! What can one do but love and admire it?
- Forsaken Stronghold, 1,285,000 gold: When Hakkvild drove the Orcs of Yashnag's Kingdom out of Falkreath in 2E 467, the exiled Orsimer came east to establish Forsaken Stronghold. But the last Orcs died in 563 after they were visited by a merchant infected with Knahaten Flu.
- Gardner House, 1,015,000 gold: The Gardners were the royal family of Wayrest before every single one of them was carried off by the Knahaten Flu. Which is why the spacious and well-situated Gardner House feels like it's fit for a king!
- Hunding's Palatial Hall, 1,295,000 gold: This elegant pleasure palace, with its walled grounds enclosing stables, well, gardens, pool, watchtower, and docks, were paid for by the blood and treasure spilled from the countless treasure ships taken by the legendary Captain Izad.
- Mathiisen Manor, 1,025,000 gold: This elegant walled estate is truly the apogee of Aldmeri architecture, including a grand entrance hall, curving double staircases, and a blossom-tree garden with circular reflecting pool.
- Old Mistveil Manor, 1,020,000 gold: By tradition, the biggest mansion on the south side of Riften is always called Mistveil Manor. Since the death of old Thane Snelgar, the current Mistveil Estate has come available, including its impressive stone mansion with attached stable.
- Quondam Indorilia, 1,265,000 gold: This capacious Dunmeri mansion, with its walled garden and view across a waterfall to majestic Mournhold, was originally built to house a noble family of House Indoril.
- Stay-Moist Mansion, 760,000 gold: How does this spacious and comely hilltop manor, so far above the fen, nonetheless stay so delightfully damp? It is a paradox, like life itself. (Don't miss the upper-story lodging with separate entrance!)
- Strident Springs Demesne, 1,280,000 gold: This fortified manor between Arenthia and Skingrad at the headwaters of the Strid River should satisfy all those who aspire to the life of the landed gentry. Inside the gatehouse you'll find gardens, a waterfall, and a mansion in Second Empire style.
- The Gorinir Estate, 780,000 gold: The Gorinir family, a cadet branch of the royal Camoran line, has fallen on hard times and had to sell their palatial Cormount home. The seasons turn, luck changes, and their loss is your gain.
- Notable Homes
- Manors
- Daggerfall Overlook, 3,780,000 gold: Before Daggerfall Castle was built, the kingdom's rulers lived in this imposing manor, now known as Daggerfall Overlook. The keep comes complete with a lower dungeon level.
- Ebonheart Chateau, 3,785,000 gold: A magnificent castle keep, complete with walls, watchtowers, well, fountain, and stable, all dramatically sited on the slopes of an active volcano! It just needs a murder, and then it will be haunted as well.
- Serenity Falls Estate, 3,775,000 gold: Set in a quiet corner of Reaper's March, the rural manor of Serenity Falls deserves its name, with plenty of room for servants and livestock, all behind a handsome wall to keep out the bandits and burglars.
Well, RIP my frostblade. Unless you are a tank, Frost staves are unusable in PvE. What a horrible change. Just horrible.
@Lady_Rosabella I think that's Hunding's Palatial Hall:Lady_Rosabella wrote: »ZOS_GinaBruno I wanted the home in Stros M'kai that is on it's own island. Is it not available? Is that the one that will be released in the Crown store later? If so when do you expect it to be released? Please respond, as that is the home I want. Thanks so much Gina!
Hunding's Palatial Hall, 1,295,000 gold: This elegant pleasure palace, with its walled grounds enclosing stables, well, gardens, pool, watchtower, and docks, were paid for by the blood and treasure spilled from the countless treasure ships taken by the legendary Captain Izad.@Kharnis That would be great, but I doubt it. Their text there suggests these "Trophies" are something new, and I'm sure they would have mentioned it if it included stolen items (since they went to great pains to mention that other things are included)."In addition to furnishing items, you can also place assistants, mounts, non-combat pets, and a new category of furnishing collectibles called Trophies that includes Undaunted Busts."
So, seeing as the items we very selflessly have relieved the citizens of Tamriel of the burden of carrying (since they need to run quickly in the event of daedric invasion, or bandit attack, or random duels) are also called trophies, am I correct in coming to the conclusion that these items can now be placed within our homes?