ZeniMax media is a private (i.e. not publicly traded) company. So their stock price won't be hurt one bit.Doctordarkspawn wrote: »Wait for launch day. Lets see how hard they laugh when their stock prices drop like a stone on opening day.
"Fixed an issue where abilities and bonuses that allow you to ignore the Movement Speed penalty from sneak would stack, causing you to sneak at extremely high speeds."
Ouch. So sad. So sad.
This might have been a bug, but allowed for, by far, the most fun toon to play in both PVP and overland PVE I had a chance to play in my 4000+ hours.
IcyDeadPeople wrote: »Some of these changes might seem drastic but rather than rush to complain, I suggest everyone first take some time to play test and provide detailed feedback.
Judging by previous balance updates, it's likely there will be further adjustments based on your feedback.
jediprime74 wrote: »I just cancelled my Morrowind preorder. I am going to wait for news from the PTS to figure out whether I want to continue playing this game after Morrowind drops.
I am not trying to be dramatic or hyperbolic, I am *very* unhappy with the changes indicated in these Patch Notes. I haven't played this game for nearly two years to be forced to focus almost exclusively on resource management, nor do I like the Care Bear approach of decreasing the gap between newer players and established endgame players.
I noted a lack of information on adjusting the endgame content to the new, post-nerf meta. These changes make it harder for tanks to tank, for healers to heal and maintain resources, and for DPS to deal damage. In other words, the crucial mechanics of vet trials. Sure, there are guilds out there that will handle these changes in stride, but they are inarguably the best players in the game. What about the rest of us? I mean, on XB1 we can't even run some of the trials (like vMoL) due to them being broken. Assuming they don't get fixed until after these changes are implemented, well...the difficulty of the content will be significantly higher relative to the characters.
I am only one person, perhaps my opinion doesn't matter. Perhaps my one preorder doesn't matter. Never fear, I am going to reach out to lots of other players with these concerns and let them make their own determination as to whether this game will be fun for them after you have reduced their coveted builds into smoking ruins.
Good flippin' job, Zeni.
Valera Progib wrote: »haha no more heavy armor for damage dealers in PvP!!!!
Good job!
Why not?
In 1v1 situation you will have no juice to burst down a heavy armor player. He will passively buff his set up(like fury) and will two shot you with an ultimate combo.
These changes will encourage even more zerg groups formations in cirodiil - do you think it is too zergy now? Oh wait for morrowind and you will see nothing but zerg groups!!!!!
This game will never be balanced. You brake it each major release.
Please listen to your community and change things little by little but at a faster phase.
Ragnaroek93 wrote: »You can't take away Major Mending from templars and dks while leaving shields and cloak untouched (and this is said by a person who only plays stamblade and magsorc).
Perhaps heavy MagDK will no longer be the best choice. But think about a combination of Alteration Mastery (now working as intended), Syrabanne and Blood Spawn together with cost reduction glyphs on your jewelry... Put defensiv stance on your block bar and you are good to go...
Different playstyle can be fun
Back to the original light MagDK with robe... nice
ColoredScreams wrote: »ZOS_GinaBruno wrote: »
Templar
[*]Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments:With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
You "increased the bonus from the Mending passive to compensate" for the nerf to Templars Major mending, but the Mending passive ONLY effects Magicka Templars. Where is the compensation for Stamina Templars, which undoubtedly have the worst sustain out of all of the stamina classes? Instead they get a nerf to their repentance, healing, and the cost of their stamina skills, without the same compensation as Magicka Templar. Unbelievable.
@ZOS_GinaBruno
ZOS_GinaBruno wrote: »
General
- Keeps, Outposts and Resources now have a 5 minute cooldown for granting Alliance Points for capturing; you won’t receive AP for capturing it again until 5 minutes has passed.
- Cyrodiil Town Banner icons now have a colored border representing which Alliance is influencing it.
- The Alliance War section of the Activity Finder will no longer be restricted by the 15 minute cooldown you get after using the Dungeon Finder.
Perhaps heavy MagDK will no longer be the best choice. But think about a combination of Alteration Mastery (now working as intended), Syrabanne and Blood Spawn together with cost reduction glyphs on your jewelry... Put defensiv stance on your block bar and you are good to go...
Different playstyle can be fun
Back to the original light MagDK with robe... nice
Yeah will work definitly not, cause of your lack of healing
You will hit like a noodle, while a sorc is gonna laugh on you, putting curse on you and starting soul assaulting you.
Cause you run faster out of Stamina then a Orc can sprint.
Like literally you have allready the lack of no gapcloser and you cant afford the grip which is yeah bugged "Enemy isnt on the same Area (thanks ZOS), also you cant afford the gapcloser from S/B Bar.
So you get pretty roasted from evry class with range.
I forgot to mention any kind of poison which will increase your costs
But good luck, trying that out,.
Perhaps heavy MagDK will no longer be the best choice. But think about a combination of Alteration Mastery (now working as intended), Syrabanne and Blood Spawn together with cost reduction glyphs on your jewelry... Put defensiv stance on your block bar and you are good to go...
Different playstyle can be fun
Back to the original light MagDK with robe... nice
Yeah will work definitly not, cause of your lack of healing
You will hit like a noodle, while a sorc is gonna laugh on you, putting curse on you and starting soul assaulting you.
Cause you run faster out of Stamina then a Orc can sprint.
Like literally you have allready the lack of no gapcloser and you cant afford the grip which is yeah bugged "Enemy isnt on the same Area (thanks ZOS), also you cant afford the gapcloser from S/B Bar.
So you get pretty roasted from evry class with range.
I forgot to mention any kind of poison which will increase your costs
But good luck, trying that out,.
I feel your pain
To the lack of healing: Ambers, lash and inhale will heal you more than in heavy. But yes major mending of the igneous shield will be useless if it comes true...
Stamina: perhaps its a little harder to sustain, but: 8% block cost reduction from defensiv stance, 6% from alteration mastery, arround 25% from shadow ward and one shield play enchantment... CC immunity after roll dodge will help aswell
And finally its very annoying to have permablock builds anyway
All the other problems already exists today. no reliable cap closer, cost increase poisons...
I have a dream of reflective scales that works properly and find his way back in the magDK bar. Sweet dreams
Hey look! Amongst all the tears, someone is actually happy about the skill changes. I knew you guys were out there somewhere!aellegaardjensenb16_ESO wrote: »By far the best skill-encouraging patch ever made, good job ZoS.
Combat nerfs and buffs i am satisfied.
althou i hoped for jewelry crafting, due to my massive collection of gold jewelry.