Public Test Server
patch notes.
-PvP Vendors-
Cyrodiil and IC vendor changes. Basically we can spend AP on overland set RNG instead of gold for specific item via guild traders, dungeon sets still require the grind:
Imperial City Vendors
The vendors in Imperial City have had their wares updated!
- The Tel Var Greater Lockbox Merchant is now known as the "Tel Var Equipment Lockbox Merchant".
- These boxes now contain armor, weapons, and jewelry for every Imperial City set in all traits except Impenetrable and Nirnhoned.
- Their prices have also been reduced.
- The Tel Var Lockbox Merchant is now known as the "Tel Var Jewelry Lockbox Merchant".
- They now sell Jewelry Boxes for each Imperial City item set; these boxes contain a gold-quality piece of random jewelry from that item set.
- These jewelry pieces can possess the Healthy, Robust, or Arcane item trait depending on the item set.
- The Tel Var Armorer and Greater Armorer are now known as the "Tel Var First Armorer" and "Tel Var Second Armorer".
- The First Armorer sells the item sets Black Rose, Meritorious Service, Phoenix, Powerful Assault, Reactive Armor, and Shield Breaker.
- The Second Armorer sells the item sets Galerion's Revenge, Imperial Physique, Thews of the Harbinger, and Vicecanon of Venom.
- They both sell armor for the item sets available in Imperial City in Impenetrable directly to you (with no intermediate container item).
- In addition to the satchels of Alchemical reagents introduced in a previous update, the Tel Var General Merchant now sells the Superb Imperial Reward box, which has been reduced in price. This vendor now also sells Alkahest, as well.
Cyrodiil Vendors
- The vendors found in the base camp of the alliances in Cyrodiil have changed significantly.
- Some vendors, finding that their wares simply aren't selling very well, have left for greener pastures. They might return in the future when they find new markets to serve.
- There is now a Regional Equipment Vendor in the base camps of Cyrodiil. These vendors sell "Zone Bags" of all Alliances' home zones.
- Each Zone Bag offers a random item from a random item set, otherwise found in that zone. For instance, the Unknown Alik'r Desert Item container might contain an item from the Robes of the Withered Hand, Sword-Singer, or Order of Diagna item sets.
- The items in the Zone Bags are typically Blue-quality, with a small chance of being Purple-quality.
- Equipment found in Zone Bags will scale to your level at the moment you open it.
- There is now a War Researcher vendor in the base camps of Cyrodiil. These vendors have taken some of the work of the Siege Vendors, to ease their burdens.
- The Akaviri Motif chapters, and the Style Items for Akaviri and Alliance styles, are now found in the War Researcher's store.
- An Enchanter can now be found in the base camps of Cyrodiil. They sell runes in exchange for Alliance Points.
- The Elite Equipment Vendor's wares have been renamed. They no longer bear the name of Hew's Bane.
- The vendors found in the capturable towns have had their wares slightly modified.
- The boxes now list which item sets are available inside them.
- The prices of the containers have been reduced by 75%.
- Because of their use elsewhere in Tamriel, we have removed some item sets from the capturable towns' wares and containers. They include:
- Armor of Truth
- Barkskin
- Crusader
- Durok's Bane
- Noble Duelist's Silks
- Prayer Shawl
- Robes of Onslaught
- Sergeant's Mail
- Twin Sisters
-Minor Magickasteal-
Buffs & Debuffs
- Created a new debuff category, Minor Magickasteal. This is a debuff applied to enemies that restores a flat value of Magicka to the attacker every second (400 Magicka every second at CP160).
This is the single most major change in the patch notes. It will allow magicka user to run all damage sets and still receive a whopping 800 magicka regen from this debuff. So far the abilities with this debuff added are
Restoration Staff: Siphon Spirit (instead of 1% of max magicka) ,
Destruction Staff: Elemental Drain (instead of flat magicka return from elemental damage) and
Templar: Restoring Aura (12m AoE applying of Minor Magicka Steal (upon activation)).
These changes give PvP viability to 3 usually ignored skills and give magicka users the resource management of stam users. However,
@Leandor - "As they are implementing this as a debuff on enemies, not a buff on yourself/your group, it is vulnerable to the most overused ability in PvP - purge."
-AoE Caps-
- 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).
/quote]
-Proc Sets-
Will no longer crit. This effects all proc sets (including healing sets) and doesn't address proc stacking, so *sad face*
-Dragonknight-
Rather conservative changes so far, does not appear DK is getting over buffed so props to ZOS for that...
Lava Whip damage increased by 5%
Ferocious Leap now deals flame damage instead of physical.
Standard of Might got a 5% nerf to damage taken and damage dealt, an odd change, stationary ults are already so situational they are virtually useless.
Coagulated Blood now heals for 33% of missing magicka instead of HP.
• Useless to recover from ganks
• Hurts HP DK's
• If you can successfully fight with a depleted magicka pool, this could be an effective heal. It's weird that ZOS is rewarding fighting with low resources, but this *could* be useful to use right before an ult to regen HP and resources.... but then the heal becomes useless again.
• Requires stacking of magicka.
-Nightblade-
Nothing too exciting, just some skill adjustments.
Shadow Cloak is getting another fix that won't work.
Strife is getting a massive 38% cost increase, hurting rangeblades for sure. Potentially off-settable by magickasteal.
-Sorcerer-
Some weird changes in here. Slight buff to pets that I will not go into detail about.
Encase is getting a 6% cost reduction. Not huge, but we don't really need it to be cheaper to spam a 16x6m AoE root and snare, did they forget bombard?
Velocious Curse deals damage after 6 seconds and 12 seconds from applying. *cries*. So a Sorc now has to either rely on force shock for spammable dps or stall for 3seconds before dropping their combo? Not attractive. Sorc always had such a unique playstyle, now they are getting relegated to spammable dps like all other classes or stall before they can drop their combo, boring.
Hurricane now deal significantly less damage.
Ultimate can now only be stored up to 500 (down from 1000), hurting Overload users.
-Templar-
They are trying to make some useless skills useful so that's good, but I think they missed the mark
Eclipse can now be placed on unlimited targets. Another skill that only effects magicka users. Yes, this skill can only be used on people without CC immunity, but a spammable skill that reflects ultimates (and magicka skills) is stupid as.
Radiant Destruction damage nerfed by 21%. This wasn't really needed, an adjustment to range or lowering of execute threshold would've been better by allowing for more counterplay rather then just a flat damage reduction.
Radiant Aura no longer provides major regen buffs but instead on activation hits all enemies within 28 metres (12 metres unmorphed) with minor magickasteal. Cannot see many slotting instead of Repentance in PvP or PvE unless by a secondary templar, repentance is much more powerful and only getting magickasteal from radiant aura does not seem worth it. **unclear if magickasteal replaces major regen buffs, updating when tested.
Blazing Spear no longer stuns.
-Destruction Staff-Elemental Storm 5% damage nerf.
Force Shock now non-reflectable.
Frost Staff increases the amount of damage you block by 20%, reduces the cost of block by 30%, blocking drains magicka instead of stamina and heavy attacks taunt the enemy (via destruction staff passives). This only makes it slightly less efficient then sword and board. Frost status effect (chilled) changed to Minor Maim (reduces targets damage done by 15%) instead of snare.
Flame Staff increases single target damage by 8%.
Lightening Staff increases AoE target damage by 8% (so 3% buff to elemental storm). Lightening status effect (concussed) changed to Minor Vulnerability (increase targets damage taken by 8%) instead of Minor Maim.
-Vampire-Clouding Swarm requires testing, seems like it could be useful on a magDK.
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.
-Major Evasion-
Reduced to 15%
-Beast Trap-
Reduced damage by 30% and Minor Force reduced to 10%. Only stamina root so will still be used (definitely still be used in PvE). Definitely turned into a utility skill now rather then utility and dps.
-Sets-Viper's Sting will no longer proc from weapon enchantments (so no more range proccing).
Infernal Guardian will have a line of sight check and no longer pull people out of stealth or hidden.
-Light Armour-
Evocation passive currently reduces cost of ultimate, dodge roll and block on PTS. No word if this is intended.
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Let me know if I missed anything important, more skills have been modified then I listed so do check out the patch notes for more details.
Remember this is just the PTS patch notes, this is a long way from live.