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• Xbox One: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
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The Markarth DLC and Update 28 base game patch are now available to test on the PTS! Read the full patch notes here: https://forums.elderscrollsonline.com/en/categories/pts/

Net outcomes - latest PTS patch notes

SkylarkX
SkylarkX
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Looking at the high level/meta only

1. Decreased sustain
2. Increased TTK (pve)
3. Increased TTK (pvp)
4. Increased reliance on heavy attack
4a. Reduced reliance on ani cancelling (pve)
4b. Reduced lag caused by ability spam (pvp)
5. Increased benefit of health regen over healing (pvp)

What else?

Edit:

6. Increased homogenization between classes
7. Increased stat returns for hybrid builds (who have lower but more equal stat pools)
Edited by SkylarkX on April 21, 2017 5:12AM
Nocturnal - Oceanic PvX Guild
Skylärk / Dunmer DK
Skylårk / Bosmer NB
Skylörd / Khajiit Sorcerer
Elizabeth Skylark / Breton Templar
PC/NA/AD
  • Tasear
    Tasear
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    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate
  • DragonBound
    DragonBound
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    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    Or the same amount of brute force just spaced differently... or did they nerf mob health?
  • Tasear
    Tasear
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    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.
  • Tasear
    Tasear
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    Tasear wrote: »

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Good luck with that in a pug mate, no chance.

    id disagree, id say its more about I, than we, as before youd really on healer for resources, now I must manage my own business. Everything is down to the individual now. IMO ofc.

    There's few methods to mange resources some around group play. A person can gain 8% of all max stats every 20 secs via syneries on top of orbs. There's sets like descro mage doing damge via heavy attacks. So no together we could do much better.
    Edited by Tasear on April 21, 2017 4:21AM
  • SnubbS
    SnubbS
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    SkylarkX wrote: »
    Looking at the high level/meta only

    1. Decreased sustain
    2. Increased TTK (pve)
    3. Increased TTK (pvp)
    4. Increased reliance on heavy attack
    4a. Reduced reliance on ani cancelling (pve)
    4b. Reduced lag caused by ability spam (pvp)
    5. Increased benefit of health regen over healing (pvp)

    What else?

    Increased TTK in PvP is probably the worst thing I see here.
    Xbox NA: SnubbS
    GoW eSports player & part time ESO Pug Ball Zerger.
    GB
  • SquareSausage
    SquareSausage
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    Tasear wrote: »
    Tasear wrote: »

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Good luck with that in a pug mate, no chance.

    id disagree, id say its more about I, than we, as before youd really on healer for resources, now I must manage my own business. Everything is down to the individual now. IMO ofc.

    There's few methods to mange resources some around group play. A person can gain 8% of all max stats every 20 secs via syneries on top of orbs. There's sets like descro mage doing damge via heavy attacks. So no together we could do much better.

    lol no
    Breakfast King
    PS4 EU
  • K4RMA
    K4RMA
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    increased skill required to effectively kill players while solo (which I think was definitely needed)

    byebye to the infinite resource maximum damage meta

    only the true magicka dks will survive the new changes
    nerf mdk
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
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    If your idea of fun and engaging gameplay is waiting on your bar to go from 0% to 5% so you don't die, or you get the killing blow. Then you'll like the changes.

    I remember year 1 very well. The huge reliance on heavy attacks was tedious, not interesting, and boring.

    Magicka suffered greatly in year 1 because they never had stamina in order to break free/dodge.

    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • DragonBound
    DragonBound
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    Tasear wrote: »
    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.

    Wow that is awesome there is a possible hybrid viable build now? How does that work? Is this for pve or pvp?
  • Tasear
    Tasear
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    Tasear wrote: »
    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.

    Wow that is awesome there is a possible hybrid viable build now? How does that work? Is this for pve or pvp?

    I have to go back and look, but it seems like the Creator noticed the writing in patch notes about buffs if you have stats below certain limits as to say they aren't laughing at us. The caps will allow more hybrids and less min an max. This is only the start, some interesting things will come out
  • DragonBound
    DragonBound
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    Tasear wrote: »
    Tasear wrote: »
    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.

    Wow that is awesome there is a possible hybrid viable build now? How does that work? Is this for pve or pvp?

    I have to go back and look, but it seems like the Creator noticed the writing in patch notes about buffs if you have stats below certain limits as to say they aren't laughing at us. The caps will allow more hybrids and less min an max. This is only the start, some interesting things will come out

    Wow I am so hyped! I was really worried by the reaction and some of the notes did seem grim but I refuse to see doom and gloom until I see the rest of the plans.
  • SkylarkX
    SkylarkX
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    Tasear wrote: »
    Tasear wrote: »
    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.

    Wow that is awesome there is a possible hybrid viable build now? How does that work? Is this for pve or pvp?

    I have to go back and look, but it seems like the Creator noticed the writing in patch notes about buffs if you have stats below certain limits as to say they aren't laughing at us. The caps will allow more hybrids and less min an max. This is only the start, some interesting things will come out

    Good pickup, true hybrid builds generally run lower stat pools so for them it is a net buff all round.. I'll add it to the OP
    Nocturnal - Oceanic PvX Guild
    Skylärk / Dunmer DK
    Skylårk / Bosmer NB
    Skylörd / Khajiit Sorcerer
    Elizabeth Skylark / Breton Templar
    PC/NA/AD
  • Splattercat_83
    Splattercat_83
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    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    1) We lost diversity from this. Less gear set options due to resource management becoming an issue. Class DPS disparity also greatly increased.

    2) Possibly. With Templars getting gutted, there's less reason to play them. They're still strong as heal bots, but now there's more freedom for healers.

    3) Teamplay was the absolute foundation of infinite resource management in PvE actually. The top 1% was there not because they had the best players, but because they worked the best together. The nerfs to orbs and other abilities has turned us away from group work, and more into selfish play with heavy attacking and whatnot. There are SEVERE implications with many of these changes that 90% of the player base are unaware of, and all of them impact group wide performance (teamwork).

    You have hit the nail on the head with number 3. I have been fine with the cp nerfs, because with group comp you could still perform just fine. But when the patch notes came out I realized that we were totally taking a 16 inch shaft without any lube.
  • DragonBound
    DragonBound
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    SkylarkX wrote: »
    Tasear wrote: »
    Tasear wrote: »
    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.

    Wow that is awesome there is a possible hybrid viable build now? How does that work? Is this for pve or pvp?

    I have to go back and look, but it seems like the Creator noticed the writing in patch notes about buffs if you have stats below certain limits as to say they aren't laughing at us. The caps will allow more hybrids and less min an max. This is only the start, some interesting things will come out

    Good pickup, true hybrid builds generally run lower stat pools so for them it is a net buff all round.. I'll add it to the OP

    I am still confused by that I reread the notes and I am not finding that.
  • SkylarkX
    SkylarkX
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    SkylarkX wrote: »
    Tasear wrote: »
    Tasear wrote: »
    Tasear wrote: »
    1) more diverse gameplay - as people rely on less brute force

    2) more healer in queue- without the excuse of lack of resource tool you will see easier time finding healers to queue with.

    3) greater teamplay , people will have to communicate and use synergies in order to be successful. It's more about we than I now for group play

    Seems like they listened well and made important decisions we will eventually appreciate

    Can someone please elaborate on number 1? Looking at the notes I do not see it how it increases it by much if anything it might bring some gimmick builds while bringing other meta builds down.

    Yes there about 10 different ways to build for substain. So you will have some wired things coming out ...One crazy guy got a double bow build competitive and there's a build splitting Magicka and stamina making hyrbid build. People will be weaker but in these changes they will grow stronger.

    Wow that is awesome there is a possible hybrid viable build now? How does that work? Is this for pve or pvp?

    I have to go back and look, but it seems like the Creator noticed the writing in patch notes about buffs if you have stats below certain limits as to say they aren't laughing at us. The caps will allow more hybrids and less min an max. This is only the start, some interesting things will come out

    Good pickup, true hybrid builds generally run lower stat pools so for them it is a net buff all round.. I'll add it to the OP

    I am still confused by that I reread the notes and I am not finding that.

    So hybrid builds are generally designed to be functional in term of both magicka and stamina based abilities, to do this though means compromising on top end maximum stat pools i.e. 25k magicka, 25k stamina, instead of 40k magicka, 15k stamina.. So for example, the changes to battle roar passive:
    Battle Roar: This passive ability now restores an equal amount of Health, Magicka, and Stamina when you use an Ultimate ability, and the amounts are now based on your character level instead of your Max Resource(s).
    Developer Comments:
    This will be a buff for each particular resource if your maximum is below 26,000, and a reduction if it is above. This will generally result in a buff to overall resources restored, but a reduction to the specific resource you are stacking.

    In this example a hybrid DK would not experience the nerf aspect of this change whereas a pure magicka DK with 40k max magicka would experience a considerable nerf - so for hybrids this means no change or a buff if one or more pool doesn't hit the (26k) ceiling.
    Nocturnal - Oceanic PvX Guild
    Skylärk / Dunmer DK
    Skylårk / Bosmer NB
    Skylörd / Khajiit Sorcerer
    Elizabeth Skylark / Breton Templar
    PC/NA/AD
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