Corrected some text issues that may lead to you encountering SUDDEN SHOUTING or unusual_behaviour from Master Writs in your quest journal.
Fixed an issue where the friendly heal from some abilities (Rite of Passage, Blood Craze, etc.) could be dodged.
Joy_Division wrote: »timidobserver wrote: »Good update aside from turning Desert Rose into another unusable gear set. Looking forward to testing the focused charge animation changes.
Wouldnt call this set unusable. Its currently ridiculous return. Good change.
Desert Rose in now suboptimal decon trash. 4 second cool down means max you can get is 15K magicka in 1 minute. This is assuming all conditions are met and no down time, i.e. actually getting hit consistently for a minute and getting a string of 15% procs.
I'll get more return out of Magicka Furnace and Lich without having to be a punching bag.
Classic case of ZoS over-nerfing something into uselessness. I'm glad I waited before wasting my AP on this.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Homes
- Added a tower to Ebonheart Chateau, overlooking the nearby lava. The door to this new addition can be accessed from the courtyard.
Increased the chance to receive furnishing-related rewards from criminal activities like pickpocketing and murder.
timidobserver wrote: »bovardjeff_ESO wrote: »@timidobserver getting over 2k mag back per damage per second is ridiculous. Really you need to stop thinking like that its overpowered in many situations and needed the nerf. and for the sake of akatosh TRY IT OUT!!!!
complaining and crying wont be listened to back when they released the notes on pts for the weapon ults many were shouting to the heavens that the staff ults were going to be lackluster and underpowered BUT LOOK AT IT NOW the biggest complaint is how staff ults are overpowered. its a full 360 degree flip
Why did you reference me in your post? I haven't said that 2k+ Magicka return isn't overperforming. My post in this thread said the nerf was justified but overdone.
I'm willing to bet that Desert Rose change will only be super noticeable when fighting a lot of people.
probably in 1vs1 and 1vs2 you wont' notice it that much.
All sittable furniture that comes with furnished houses needs to be picked up, plonked down while yellow once (because it won't place unhighlighted at all, it stays yellow), then picked up again to place it down unhighlighted so it's now usable. And you have to do that with all the chairs of a type to make that type of chair work.
Guessing this is part of the "existing furniture" and seating bug. Massive hassle though in a large place like Earthtear Cavern.
Oh my god, you have no idea how happy I am this is finally fixed.ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCHKhajiit claws will now remain visible when equipping Yokudan medium bracers.
Oreyn_Bearclaw wrote: »I'm willing to bet that Desert Rose change will only be super noticeable when fighting a lot of people.
probably in 1vs1 and 1vs2 you wont' notice it that much.
The whole point of Desert Rose was that it become better when you were out numbered. It was also predominantly used by a class with really expensive skills that struggled to sustain (mDK). They have totally nullified that advantage, thus making the set pretty useless. In 1 v 1, there are better sets than desert rose anyway for sustain.
Ill keep saying it, but nobody will listen. Why didnt they make a small adjustment? How about try a 2 second cooldown and see how that goes for a few weeks? If they would make subtle balance changes more frequently based on actual feedback and results, instead of just randomly dropping the nerf hammer on things once a quarter, we wouldnt be in this mess.
Also, I am admittedly really upset about this one because I recently dropped a bunch of gold on it. You know what I will do now? Probably just run Black Rose like every other freaking stamboy that doesnt have to give 2 seconds of thought to have pretty much infinite sustain and max damage. Sidebar: What they did to Black Rose was a nice example of a subtle nerf on a set that was arguably over-performing.
As a magic DK, we actually have to make tradeoffs. We had one unique set that brought our sustain to a competitive level, especially when outnumbered and bam, Nerfhammer.
Shame they didnt drop the same nerfhammer on all the mulit proc set cancer stambuilds out there. Newsflash, nobody ever got killed by desert rose. They might have been killed by a skilled player wearing it, but there is a huge difference.
So basically DK patch notes and...
Added approximately 250 furnishings to the Housing Editor's Crown tab. This includes a wide variety of items as well as non-set Crafting Station
Money...Money...Money....
Oreyn_Bearclaw wrote: »I'm willing to bet that Desert Rose change will only be super noticeable when fighting a lot of people.
probably in 1vs1 and 1vs2 you wont' notice it that much.
The whole point of Desert Rose was that it become better when you were out numbered. It was also predominantly used by a class with really expensive skills that struggled to sustain (mDK). They have totally nullified that advantage, thus making the set pretty useless. In 1 v 1, there are better sets than desert rose anyway for sustain.
Ill keep saying it, but nobody will listen. Why didnt they make a small adjustment? How about try a 2 second cooldown and see how that goes for a few weeks? If they would make subtle balance changes more frequently based on actual feedback and results, instead of just randomly dropping the nerf hammer on things once a quarter, we wouldnt be in this mess.
Also, I am admittedly really upset about this one because I recently dropped a bunch of gold on it. You know what I will do now? Probably just run Black Rose like every other freaking stamboy that doesnt have to give 2 seconds of thought to have pretty much infinite sustain and max damage. Sidebar: What they did to Black Rose was a nice example of a subtle nerf on a set that was arguably over-performing.
As a magic DK, we actually have to make tradeoffs. We had one unique set that brought our sustain to a competitive level, especially when outnumbered and bam, Nerfhammer.
Shame they didnt drop the same nerfhammer on all the mulit proc set cancer stambuilds out there. Newsflash, nobody ever got killed by desert rose. They might have been killed by a skilled player wearing it, but there is a huge difference.
Joy_Division wrote: »timidobserver wrote: »Good update aside from turning Desert Rose into another unusable gear set. Looking forward to testing the focused charge animation changes.
Wouldnt call this set unusable. Its currently ridiculous return. Good change.
Desert Rose in now suboptimal decon trash. 4 second cool down means max you can get is 15K magicka in 1 minute. This is assuming all conditions are met and no down time, i.e. actually getting hit consistently for a minute and getting a string of 15% procs.
I'll get more return out of Magicka Furnace and Lich without having to be a punching bag.
Classic case of ZoS over-nerfing something into uselessness. I'm glad I waited before wasting my AP on this.
Not really!
You get 15 ticks in 1 minute. Every tick is 2.5k magicka, so it would be 37.5k magicka in one min.
Not bad when you do the math properly, right!?!
Right now ppl can have 5k mag regen equivalent if attacked by multiple ppl, just from 1 set bonus. Add to that Elusive Mist and you have unkillable trolls who can pull entire raids around while replenishing magicka.
Who says thats fine is either biased or flat out out of his mind.