ZOS_GinaBruno wrote: »Gilliamtherogue wrote: »I really appreciate the extra effort put into the notes with the introduction of the Developer's comments. The added clarity and reasoning between Rich's recent posts and the addition of this truly warms my heart and brings a lot of excitement for future discussion and understanding between ZoS and the community. Kudos to you all for the truly massive improvements recently.
That being said, will this be the last stage of big(ger) class balance changes before Update 13 goes live, or can we look forward to some additional changes based on feedback to double test on the PTS? Mainly my concerns at the moment fall between both the Stamina Nightblade and Stamina Templar in primarily PvE application. The Nightblade class as a whole (outside of PvP) is really under performing for each and every role, leaving it entirely out of end game/competitive participation. If their respective feedback threads were to be commented in further, can we look forward to some additional balance changes, or at least comments going forward into the future?
Glad you found the comments useful!
We're still evaluating the overall balance, and will continue to do so after PTS is back online and we collect more feedback when you have a chance to test the changes. There likely won't be any large, sweeping changes at this point, though.
That said, we know everyone is very passionate about their classes, but please keep your comments constructive. If you'd like to see something changed, let us know and explain why. Hop onto the PTS and try out the changes we've made so far, and explain why you do or don't like some of the things you see. Also, keep in mind if we don't implement some of your feedback, it could be due to a number of reasons. Balance is one of those things that affect the entire game, and when we're working with four different classes, there's a lot to consider. We are reading, though, and appreciate the time you take writing out your thoughts.
ZOS_GinaBruno wrote: »Crown Store & Crown Crates
Housing
- Fixed an issue where some homes were classified as Notable homes in the Crown Store, but were actually Classic homes.
Personally, I think you 'fixed' that backwards. I know the large houses were intended to be Classic, but having them as Notable made it easier to distinguish. Makes sense now why not many of them have any 'notable' features, I guess.ZOS_GinaBruno wrote: »Housing
Homes
- Fixed an issue where some homes were classified as Notable homes in the Collections menu, but were actually Classic homes.
Some good changes/fixes here. Hopefully a few more will go through before launch (see my feedback in the Player Housing thread).ZOS_GinaBruno wrote: »Housing
Furnishers
- The map pins for Achievement Furnishers and Home Good Furnishers no longer refer to these as Accolades Vendors and Home Good Vendors, respectively. Yay, consistency!
- Narwaawende and Heralda Garscroft are now correctly shown on the City Center map pin for Mournhold, as well as the Merchant District map pin for Wayrest, and a new map pin on the first floor of Elden Root. Awesome! Now we'll know where they are.
- Added additional furnishings to the Home Good Furnishers in several zones. Sounds good. But now I'll have to go through them all again!
- Corrected several cases where items sold from Achievement Furnishers would claim to require the wrong achievement. Interesting, I wonder how many of those there were. More checking needed!
Furnishings
- Renamed Colovian and Nibenese furniture to Imperial, to improve clarity. But Colovian and Nibenese styles are very different. How are we supposed to tell them apart now?
Furnishing Crafting
- Added a number of additional high-quality furnishing recipes. Details? Sources? More random stuff to find, I guess.
- Adjusted the material price of several recipes. This improves consistency, and generally reduces the number of style items required. Sounds good in theory. Will need to see if it plays out well.
- Woodworking recipes and furnishings can now be found on Carpenters instead of Woodworkers, matching the distribution for other professions. *Thumbs up*
Homes
- Purchasing the Gardner House now requires completion of the “Stormhaven Adventurer” achievement instead of the “Rude Awakening” achievement. Ah, excellent! I thought that may have been wrong.
- The door to the Daggerfall Outlook tower is now fully operational. Great! Now give us more towers in other houses.
- Removed all Slaughterfish from the Earthtear Cavern waters. Awesome! Can we get on the right-hand side ledge yet?
Housing Editor
- Improved the categorization of several furnishings within the Housing Editor. "Improved" how??
What seems to be missing? Everything posted last week from Rich should have been included here.CosmicSoul wrote: »ZOS_GinaBruno wrote: »Gilliamtherogue wrote: »I really appreciate the extra effort put into the notes with the introduction of the Developer's comments. The added clarity and reasoning between Rich's recent posts and the addition of this truly warms my heart and brings a lot of excitement for future discussion and understanding between ZoS and the community. Kudos to you all for the truly massive improvements recently.
That being said, will this be the last stage of big(ger) class balance changes before Update 13 goes live, or can we look forward to some additional changes based on feedback to double test on the PTS? Mainly my concerns at the moment fall between both the Stamina Nightblade and Stamina Templar in primarily PvE application. The Nightblade class as a whole (outside of PvP) is really under performing for each and every role, leaving it entirely out of end game/competitive participation. If their respective feedback threads were to be commented in further, can we look forward to some additional balance changes, or at least comments going forward into the future?
Glad you found the comments useful!
We're still evaluating the overall balance, and will continue to do so after PTS is back online and we collect more feedback when you have a chance to test the changes. There likely won't be any large, sweeping changes at this point, though.
That said, we know everyone is very passionate about their classes, but please keep your comments constructive. If you'd like to see something changed, let us know and explain why. Hop onto the PTS and try out the changes we've made so far, and explain why you do or don't like some of the things you see. Also, keep in mind if we don't implement some of your feedback, it could be due to a number of reasons. Balance is one of those things that affect the entire game, and when we're working with four different classes, there's a lot to consider. We are reading, though, and appreciate the time you take writing out your thoughts.
Are the notes you posted the other day going to be included into the next patch notes? I noticed only a few of them where posted, just curious thank you.
Remember that even if some skills weren't changed for your specific class, other classes had a handful of things adjusted which affect the overall balance in the game.Arrchangell wrote: »ZOS_GinaBruno wrote: »Gilliamtherogue wrote: »I really appreciate the extra effort put into the notes with the introduction of the Developer's comments. The added clarity and reasoning between Rich's recent posts and the addition of this truly warms my heart and brings a lot of excitement for future discussion and understanding between ZoS and the community. Kudos to you all for the truly massive improvements recently.
That being said, will this be the last stage of big(ger) class balance changes before Update 13 goes live, or can we look forward to some additional changes based on feedback to double test on the PTS? Mainly my concerns at the moment fall between both the Stamina Nightblade and Stamina Templar in primarily PvE application. The Nightblade class as a whole (outside of PvP) is really under performing for each and every role, leaving it entirely out of end game/competitive participation. If their respective feedback threads were to be commented in further, can we look forward to some additional balance changes, or at least comments going forward into the future?
Glad you found the comments useful!
We're still evaluating the overall balance, and will continue to do so after PTS is back online and we collect more feedback when you have a chance to test the changes. There likely won't be any large, sweeping changes at this point, though.
That said, we know everyone is very passionate about their classes, but please keep your comments constructive. If you'd like to see something changed, let us know and explain why. Hop onto the PTS and try out the changes we've made so far, and explain why you do or don't like some of the things you see. Also, keep in mind if we don't implement some of your feedback, it could be due to a number of reasons. Balance is one of those things that affect the entire game, and when we're working with four different classes, there's a lot to consider. We are reading, though, and appreciate the time you take writing out your thoughts.
No offense, "to test the changes" on NB point of view, nothing changed in this patch in both PVE and PVP, like no set changes, no skill changes except a little increase in ultimate cost at the PVP side, all the stuff that was already tested on PTS till now will be the same after this update. I know i should even stop trying to point this out, because it will still be same result in the end, but meh i'm kinda bored so wanted to point it out.
Soon! No, seriously. We're currently working on it and plan to get this fix into next week's PTS patch.May I ask when this old bug with Honor will be finally fixed?
https://forums.elderscrollsonline.com/en/discussion/307571/honor-the-dead-is-bugged-pc#latest
I like the changes and can't wait to test my builds for update 13! I think there is a lot that people asked for, and that's a good thing. Also like the developer comments, keep that.
I guess there will be a gap between stamina and magicka users now, but it has been the other way around for a while now and I can't understand the rage of everyone.
In pve? magika is already everywhere @ live server
after patch they are dead
Sorry, I meant before 1T. I remember that everyone complained about stamina being too strong.
ZOS_GinaBruno wrote: »sirinsidiator wrote: »The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them.
We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.
ZOS_GinaBruno wrote: »sirinsidiator wrote: »The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them.
We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.
@ZOS_GinaBruno awesome new way of doing the notes with the commentary, it really helps
That said, can we get some of the same insight on the Coag Blood change? As it stands right now, the change really doesn't make any sense. Having no magicka to get a decent heal is incredibly situational and wont be helpful when it is needed most (gank attempts), after GTFOing from an EoTS ball.
I mean in a situation where as a magicka character I could get a more reliable heal WHEN I need it with vigor... ?
Strider_Roshin wrote: »The usefulness of dodge rolling is also a concern of mine. For light armor you have damage shields (useful, and powerful in all situations). Heavy armor's main defensive tactic is blocking ( useful in almost all situations *cough* destro ult! *cough*). Medium armor however specializes in using dodge rolling which is become more and more useless as you make changes. Can't dodge AoEs, Channels, or Special ults such as meteor. And to add insult to injury, dodge rolling is the only defensive maneuver that gets punished with a 33% cost increase if you spam it.
For sorc ??? what did u do really IN THE NAME OF BALANACE...
you made one mistake and taking it BACK...???
BASICLY U DID NOT ANYTHING... How u read FEEDBACKS really...
Item Sets
Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
Why u mess up things you DONT NEED TO...
U ARE FUNNY REALLY FUNNY and putting love notes about your cheating us that why u have cheated on us:):):)
Curse was buffed and so were destro staves. Magsorcs are looking to be just as strong in PvP and even stronger in PvE next patch. What more do you want?
Curse : is nothing changed about PVP 3.5 secs after we will use it again so nothing changed...For pve i dont need to wait it to make acho i can apply it after 3.5 secs so nothing again:D... IT IS ALL SAME....
Destro Changes is all about ALL magicka Users not to specific to SORCERER........
SO nothing changed about SORC BALANCE
Item Sets
Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Alliance War
General
- Increased the base amount of AP for capturing resources to 1,500 AP.
- Increased the base amount of AP for capturing a keep to 6,000 AP.
- Increased the base amount of AP for capturing a town to 1,500 AP.
- Increased the base amount of AP for capturing an Imperial City District to 1,500 AP.
ZOS_GinaBruno wrote: »Housing
Furnishings
- Renamed Colovian and Nibenese furniture to Imperial, to improve clarity.
ZOS_GinaBruno wrote: »sirinsidiator wrote: »The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them.
We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.
Since Stonefist is easy to avoid or anticipate with Roll Dodge and Block, we’ve increased the projectile speed to make it easier to stun enemies.
Strider_Roshin wrote: »The usefulness of dodge rolling is also a concern of mine. For light armor you have damage shields (useful, and powerful in all situations). Heavy armor's main defensive tactic is blocking ( useful in almost all situations *cough* destro ult! *cough*). Medium armor however specializes in using dodge rolling which is become more and more useless as you make changes. Can't dodge AoEs, Channels, or Special ults such as meteor. And to add insult to injury, dodge rolling is the only defensive maneuver that gets punished with a 33% cost increase if you spam it.
I know Templars are going to hate me for suggesting this, but I think it would be a fair change if we only took the base damage (AoE/Tool tip) from jabs, and not the the 140% increase. This would make since because the 140% increase is against a single target whereas the base damage is the AoE damage.
Another suggestion I have is to double the benefits from the Champion System passive Phase; which currently grants 660 physical and spell resistance for 3 seconds. By doubling the defense, and duration of this CP passive; you'll make dodge rolling beneficial even if you unsuccessfully dodge your opponent's attack.
ZOS_GinaBruno wrote: »Soon! No, seriously. We're currently working on it and plan to get this fix into next week's PTS patch.May I ask when this old bug with Honor will be finally fixed?
https://forums.elderscrollsonline.com/en/discussion/307571/honor-the-dead-is-bugged-pc#latest