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PTS Patch Notes v3.0.2

  • Doctordarkspawn
    Doctordarkspawn
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    Gan Xing wrote: »
    bubbygink wrote: »
    I don't hate it actually. As a PvPer I am quite happy with the direction ZoS is going because the unlimited sustain + tanky + still high burst damage builds are annoying. There is currently no trade-off. These changes should force players to make hard choices about what they want their builds to achieve. If you want to sustain you will have to be in light/medium and may not burst as well, if you want to be tanky you'll want to be in heavy but your sustain and burst will be lower, etc.

    That being said, I am disappointing with some of the class specific changes. The one that really jumps out to be is Dark Deal. I really cannot fathom why this skill hasn't been nerfed along with all the other class sustain skills. Additionally, as a Magblade, I appreciate ZoS listening to our complaints about how Siphoning Attacks was practically unslotable with the original PTS changes. I'm glad it has been changed and actually think it sounds pretty interesting - a resource restoring rally type skill (literally like rally because it heals now too). However, I implore ZoS to revert the duel magicka + stamina restore on the skill - it is core to Magblade play.

    One last point I'd like to make is that I think proc sets need to be further nerfed. Otherwise they will allow the exact high sustain + tankiness + bursty builds I discussed above to remain. Right now in Azuras procs are already king because it is a way to build up burst without having to build max stats and because many are in light/medium and can be instantly "proced" down. I hope ZoS takes a look at these as I believe they will over perform in battlegrounds in particular.

    Then balance the two seperate.

    PVE will not function in a few patches at the rate this is going, at least not in any way anyone with half a brain would want to play.

    According the the Devs in the ESO Live, they don't want to balance the two separate as that will cause us to *** and whine about having to change our setups too often switching from PVP to PVE (as if some don't in some way already, I personally don't).

    Current Meta, I was able to (almost) solo a world boss on my Hybrid DK (yess I am one of those guys). I will test in PTS how she does. (also i said almost cause someone came in when I had boss at 2% health and helped me finish it off)

    In PTS, I was able to solo a world boss on a magicka warden, probably can do again. Could not do on Stam Warden...

    Given that, I probably can't solo a lot of world bosses.

    That's what we call an excuse. Given that people have suggested battle-spirit changes for god knows how long, the only logical conclusion is the dev team is lying because either they cant make battle-spirit work on that scale, or they dont want to. I really dont care about the excuse, I care about the result. And the result, is the current dev team is killing this game. If not in driving the players away in droves, in slowly eroding what little fun the system had.

    Edit: Two more points.

    1. Reguardless of the excuse of the bullcrap about 'switching gear', it'd be better than geting nerfed for one side or the other, and both sides agree on that. It's an excuse. Nothing more.

    2. Soloing a worldboss is not a great measure of 'fun', which is what I care about. Given I was allready reaching for my build to be fun, a Templar tank based of damage-healing that is now rendered moot due to the sustain changes, I dont forsee myself giving the current balance, and system, another chance. They killed my enjoyment. I'm gone. I would rather move to greener pastures than rebuild for the 8th friggin time. And I dont care if that makes me a quitter.

    Edited by Doctordarkspawn on May 2, 2017 8:04PM
  • seedubsrun
    seedubsrun
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    Gan Xing wrote: »
    bubbygink wrote: »
    I don't hate it actually. As a PvPer I am quite happy with the direction ZoS is going because the unlimited sustain + tanky + still high burst damage builds are annoying. There is currently no trade-off. These changes should force players to make hard choices about what they want their builds to achieve. If you want to sustain you will have to be in light/medium and may not burst as well, if you want to be tanky you'll want to be in heavy but your sustain and burst will be lower, etc.

    That being said, I am disappointing with some of the class specific changes. The one that really jumps out to be is Dark Deal. I really cannot fathom why this skill hasn't been nerfed along with all the other class sustain skills. Additionally, as a Magblade, I appreciate ZoS listening to our complaints about how Siphoning Attacks was practically unslotable with the original PTS changes. I'm glad it has been changed and actually think it sounds pretty interesting - a resource restoring rally type skill (literally like rally because it heals now too). However, I implore ZoS to revert the duel magicka + stamina restore on the skill - it is core to Magblade play.

    One last point I'd like to make is that I think proc sets need to be further nerfed. Otherwise they will allow the exact high sustain + tankiness + bursty builds I discussed above to remain. Right now in Azuras procs are already king because it is a way to build up burst without having to build max stats and because many are in light/medium and can be instantly "proced" down. I hope ZoS takes a look at these as I believe they will over perform in battlegrounds in particular.

    Then balance the two seperate.

    PVE will not function in a few patches at the rate this is going, at least not in any way anyone with half a brain would want to play.

    According the the Devs in the ESO Live, they don't want to balance the two separate as that will cause us to *** and whine about having to change our setups too often switching from PVP to PVE (as if some don't in some way already, I personally don't).

    Current Meta, I was able to (almost) solo a world boss on my Hybrid DK (yess I am one of those guys). I will test in PTS how she does. (also i said almost cause someone came in when I had boss at 2% health and helped me finish it off)

    In PTS, I was able to solo a world boss on a magicka warden, probably can do again. Could not do on Stam Warden...

    Given that, I probably can't solo a lot of world bosses.

    If that's truly their reasoning then they're delusional. Everyone changes their set up going from PvE to PvP. It makes sense to and should be encouraged. I get bored sometimes just using the same PvE build all the time. If I was also using it in PvP that would be mind numbing. Really poor excuse.
  • DisgracefulMind
    DisgracefulMind
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    Lore_lai wrote: »
    Lore_lai wrote: »
    @ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
    Is the Luminous synergy restore for the casting Templar gone?!

    It is gone...why on Earth would you remove that?

    Wait they took away the restoring resources to the Templar who casts is? .....

    You know what, things are just funny at this point, I'm not even mad anymore, I'm just so far in a state of disappointment that I'm not sad or mad, just trying to laugh it off.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • F7sus4
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    Artis wrote: »
    Also, let's not forget that it's a 5pc bonus, so where will you put it? Instead of monster sets? Bad idea, especially since the sustain is nerfed and those proc and don't use resources. Instead of BSW? Don't wanna lose that buff.
    I suppose that even though the initial 5+5+2 setup was mentioned with stamNB in mind it's still a valid question for magNB setups as well. It's difficult to predict it without testing in raid environment. The initial and highly skeptical ~50% uptime was calculated on avg. Ulti generation ratio with the build however still without taking additional x% uptime from external sources into consideration. BSW with best-case scenario ~65% uptime being virtual ~390 SD alone won't stay close to x=[(+15% base damage done *x% uptime)/100] but then we're sacrificing powerful Ulti - be it Shooting Star or Fiery Rage. While all I said before is simply that the set alone looks promising it wouldn't be also a surprise if War Machine (the stamina version) landed on Warden off-tank virtually spamming Enchanted Forest (75 Ulti with instant +20 Ulti regeneration option) thus serving similar role to how Alkosh buffs were provided. At this moment it's papercrafting theory while 3.0.2 is still downloading.
  • Glamdring
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    beatonthis wrote: »
    Wow people really need to calm down lol. The changes to sustain are not as bad as everyone is making out to be, I really think more ppl need to actually get on the pts and TEST the patches before claiming the end of the world... it took me maybe 5mins per toon to adjust my spec to be able to self sustain almost as well as live, with only maybe 2 or 3 extra heavy attacks.

    My DPS on most classes only drop at most 2k dps over live... granted im not doing the 40k meta-slaves are, but i do more than enough for the content im currently running (i tend to average around 20k on the dummies, in mostly purple dungeon/crafted gear+gold enchants..too expensive to upgrade 12 alts multiple sets to gold lol)

    I keep seeing theese kind of posts. I dont know where to start really. Well i ask 1 question. You done veteran maelstrom arena? Didnt thought so. try taking your hybdrid nb in there and have some fun. on a serious note, i dont want to be rude but you have no idea what you talking about.
  • templesus
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    Gan Xing wrote: »
    8o1841wapd8y.png
    General
    • Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
    • The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.
    • Fixed an issue where NPCs would always detect you when you were sneaking around them.

    Nightblade
    • Assassination
      • Death Stroke: Fixed an issue where this ability and the Soul Harvest morph’s damage was being mitigated off the target’s Physical Resistance instead of their Spell Resistance.
    • Siphoning
      • Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
      • Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
      • Siphoning Strikes: Reduced the cost of this ability and its morphs by approximately 50%.
        Developer Comments:
        While the overall resources restored by the Siphoning Strikes abilities and morphs should remain roughly the same, these changes make the abilities more consistent and convenient for all Nightblades. They now take fewer attacks to recoup the cost, and can be activated when you are near-empty on resources. They are also more effective even if you are not perfectly weaving Light Attacks which is desirable for tanks and healers who spend more time blocking or healing.


    Sorcerer
    • Dark Magic
      • Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph’s instant-cast proc to 10% from 20%.
        Developer Comments:
        Sorcerer’s sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.
    • Storm Calling
      • Bolt Escape: Fixed an issue where this ability and its morphs could fail to function in some locations.

    Templar
    • Aedric Spear
      • Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
      • Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
      • Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
        Developer Comments:
        There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.

        Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.

        Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.
      • Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
        Developer Comments:
        Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
    • Dawn’s Wrath
      • Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
    • Restoring Light
      • Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.

    Weapon
    • Destruction Staff
      • Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
        Developer Comments:
        Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.


    Guild
    • Fighters Guild
      • Dawnbreaker: Fixed an issue where the damage from this ability and its morphs was being mitigated off the target’s Spell Resistance instead of their Physical Resistance.

    Champion System
    • The Apprentice
      • Spell Erosion: Fixed an issue where this Champion passive was not functioning.
    • The Ritual
      • Piercing: Fixed an issue where this Champion passive was not functioning.

    Slight buff to Nightblades from 3.0
    Slight nerf to Sorcs
    Slight buff to Templars from 3.0

    They did do some listening

    Magplars* meanwhile us stamplars are still sitting here wondering where we went wrong to lose major mending and repent. Really wish they'd just take POTL out of the game and give us major mending or the OG repent back.
  • jasann
    jasann
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    Guys, we understand there are some changes in this patch that you may not agree with, or you feel additional changes are still necessary. We like to leave the PTS patch notes thread open so you can voice your feedback and concerns with us (since we are, after all, still in a testing phase). That said, personal insults or bashing our devs will not be tolerated. Moreover, these posts just aren't constructive or conducive toward making improvements. You can be honest with us, but you need to do so in a constructive manner.

    In addition, keep in mind that even if one particular class or ability hasn't been adjusted, the overall balance is still affected with other changes. As always, we encourage you to hop on the PTS once maintenance is over and try these changes out for yourself in a live environment. Battlegrounds would be the perfect place to do so. ;)

    Sorry Gina but I think the main reason for the unhappiness is the lack of communication from you guys, you're telling me you aren't aware of when servers run into issues and maintenance takes "longer" than expected. All we want is some honesty and to be kept in the loop. I mean it's why we pay for our subscription? It's a product and the customer care is abysmal
  • Sedare
    Sedare
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    So you give the Templars a long range Spear knockback that is already abused to all hell at keep defenses b/c apparently a solid grate is not solid when knocked back, so you fall through it. That spear knockback should have the same range as the bow ability, drain shot and it's morphs, OR increase the range of that bow ability. It's hard enough as a bow user and also being a NB what with your constant NB nerfs and now resource nerfs. Why not just remove the NB (Mostly Stam version, but even magicka ain't that great comparatively) in total since it seems you hate the class so much.
    Edited by Sedare on May 2, 2017 8:09PM
  • Valykc
    Valykc
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    Lol... just lol...
  • Minno
    Minno
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    templesus wrote: »
    Gan Xing wrote: »
    8o1841wapd8y.png
    General
    • Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
    • The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.
    • Fixed an issue where NPCs would always detect you when you were sneaking around them.

    Nightblade
    • Assassination
      • Death Stroke: Fixed an issue where this ability and the Soul Harvest morph’s damage was being mitigated off the target’s Physical Resistance instead of their Spell Resistance.
    • Siphoning
      • Leeching Strikes (Siphoning Strikes morph): This morph now restores less Stamina per Light or Heavy Attack, but now restores a significant amount of Stamina when the effect ends.
      • Siphoning Attacks (Siphoning Strikes morph): This morph now restores less Magicka per Light or Heavy Attack, but now restores a significant amount of Magicka when the effect ends.
      • Siphoning Strikes: Reduced the cost of this ability and its morphs by approximately 50%.
        Developer Comments:
        While the overall resources restored by the Siphoning Strikes abilities and morphs should remain roughly the same, these changes make the abilities more consistent and convenient for all Nightblades. They now take fewer attacks to recoup the cost, and can be activated when you are near-empty on resources. They are also more effective even if you are not perfectly weaving Light Attacks which is desirable for tanks and healers who spend more time blocking or healing.


    Sorcerer
    • Dark Magic
      • Crystal Fragments (Crystal Shard morph): Reduced the damage bonus of this morph’s instant-cast proc to 10% from 20%.
        Developer Comments:
        Sorcerer’s sustained damage in PvE and burst damage in PvP is currently too high, so reducing the damage bonus from Crystal Fragments brings them down slightly in both areas without being too punishing to the overall damage kit.
    • Storm Calling
      • Bolt Escape: Fixed an issue where this ability and its morphs could fail to function in some locations.

    Templar
    • Aedric Spear
      • Blazing Spear (Spear Shards morph): This morph now increases the damage over time by approximately 30% as a morph effect.
      • Luminous Shard (Spear Shards morph): This morph now causes the synergy to always restore Magicka and Stamina. It restores the current value of Magicka or Stamina to your highest maximum, and half of that value to the opposite resource.
      • Spear Shards: This ability and the Luminous Shard morph no longer disorient an enemy. It also now deals moderate additional damage over time after the spear lands.
        Developer Comments:
        There are three main goals behind the changes to Spear Shards and its morphs. First, we want the design of Spear Shards to be more clearly focused – it’s a powerful area of effect damage ability with a prominent synergy. Templars still have crowd control options with other abilities such as Piercing Javelin, Eclipse, and Focused Charge. This also prevents scenarios where the disorient on this ability would be a detriment; since Spear Shards could proc Burning Light, there would frequently be situations where the disorient broke immediately and gave your enemy a “free” crowd control immunity.

        Second, we wanted to lower the damage gap between the Luminous Shards and Blazing Spear morph choices. Blazing Spear is still ideal for raw damage, but it is no longer such a prominent difference; you won’t feel as penalized if you want to sacrifice some damage to have better group utility.

        Finally, we’ve buffed the Luminous Shard synergy to return more resources. While this synergy still shares a cooldown with Necrotic Orb, it allows Templars to have a more distinct version of the synergy without making it mandatory in end-game group content.
      • Piercing Javelin: Increased the knockback range of this ability and its morphs to 8 meters from 5 meters.
        Developer Comments:
        Increasing the knockback distance of these abilities gives them a stronger niche from other crowd control abilities, and also opens up more opportunities for using that knockback with deadly results in areas with treacherous terrain (such as Battlegrounds).
    • Dawn’s Wrath
      • Backlash: Fixed an issue where the final damage dealt by this ability and its morphs was not respecting its damage limit when used against damage shields.
    • Restoring Light
      • Rushed Ceremony: Fixed an issue where this ability and its morphs would occasionally not display their full animation.

    Weapon
    • Destruction Staff
      • Tri Focus: This passive’s splash damage with Lightning Staves is no longer increased by damage modifiers.
        Developer Comments:
        Area of Effect damage with Lightning Staff Heavy Attacks is currently too high, due to how the splash damage from Tri Focus “double dips” in damage modifiers; the damage modifier would first multiply the Heavy Attack damage, then also multiply the Tri Focus splash damage. This resulted in the splash damage being higher than the damage on the initial target, instead of the intended 100%.


    Guild
    • Fighters Guild
      • Dawnbreaker: Fixed an issue where the damage from this ability and its morphs was being mitigated off the target’s Spell Resistance instead of their Physical Resistance.

    Champion System
    • The Apprentice
      • Spell Erosion: Fixed an issue where this Champion passive was not functioning.
    • The Ritual
      • Piercing: Fixed an issue where this Champion passive was not functioning.

    Slight buff to Nightblades from 3.0
    Slight nerf to Sorcs
    Slight buff to Templars from 3.0

    They did do some listening

    Magplars* meanwhile us stamplars are still sitting here wondering where we went wrong to lose major mending and repent. Really wish they'd just take POTL out of the game and give us major mending or the OG repent back.

    Stamplars never needed POTL, but magplars did.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Biro123
    Biro123
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    Sandman929 wrote: »
    Biro123 wrote: »
    Sandman929 wrote: »
    Biro123 wrote: »
    Sandman929 wrote: »
    Guys, we understand there are some changes in this patch that you may not agree with, or you feel additional changes are still necessary. We like to leave the PTS patch notes thread open so you can voice your feedback and concerns with us (since we are, after all, still in a testing phase). That said, personal insults or bashing our devs will not be tolerated. Moreover, these posts just aren't constructive or conducive toward making improvements. You can be honest with us, but you need to do so in a constructive manner.

    In addition, keep in mind that even if one particular class or ability hasn't been adjusted, the overall balance is still affected with other changes. As always, we encourage you to hop on the PTS once maintenance is over and try these changes out for yourself in a live environment. Battlegrounds would be the perfect place to do so. ;)

    Interesting. What sacrifices will Stamina Sorcs have to make to have high damage, high tankiness, and high sustain?

    The constitution nerf hit the ability to sark deal regularly as a main source of sustain massively.

    Yeah, now I'll have to invest a few CP into magicka regen...because right now I don't need any CP into regen or cost reduction at all.

    You could do that.. But adding a few % won't do anything when the base as already non-existant. You'd have to start by adding some base mag recovery, which probably means losing some weapon damage, or running a sustain set... Which is probably what zos were aiming for..

    I think my mag regen right now is around 500....stam regen around 700....maybe I'm wrong, but I really don't think the Constitution hit is going to be crippling enough to make me consider running a whole different sustain set on a stam sorc.

    So I just jumped on pts on my stamsorc now the EU char copies have been done.
    Constitution with 6 heavy returns 649 mag every 4 secs.
    Dark deal costs 3078 mag to cast. So that's 5 procs worth of constitution to sustain a single dark deal. So, if you're under constant attack and it procs every 4 seconds, that's one dark deal every 20 seconds.
    Dark deal returns 4878 stam per cast. So, that's 243 stam per second over the duration.

    Yes, I know there is a small bit of mag recovery, but you have streak and surge taking mag too, so its hard to say how much that affects dark deal casts.

    But on its own, being able to sustain an extra 243 stam per sec with dark deal in a best case scenario...

    Idk.. Looking at ele drain (which is free to cast). Doesn't seem too unbalanced.

    Edited by Biro123 on May 2, 2017 8:19PM
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Doctordarkspawn
    Doctordarkspawn
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    ...
    Nevermind, I know what happened to my last post... :angry:

    The fact STILL remains that you as a Development company are BLATANTLY ignoring the Feedback of your players.

    There is very real rage and concern on these Forums, Reddit, your every Facebook post, and Twitter (as well as a host of other video-game-centric public forums) over the direction that you as a company are moving with these patches.

    We, as testers, are; offering suggestions for a different approach, telling you in a litany of different methods that we do not approve of these changes, and are offering up hard evidence and strong, well-calculated numbers to support and defend our positions.

    But with every patch you release into this PTS cycle, it becomes more and more apparent that, as an entire company, ZOS is ignoring the very Feedback that they're begging us for simply because it does not go along with their abortive "vision".

    This most recent patch, and the notes released about it this very day, took what you had done over the last two patches and made the situation even worse.

    Despite MOUNTAINS of evidence and waves of discontent over what changes are coming with Morrowind; there's nothing, NOTHING to address or fix:

    - The removal of the Sustain and Cost Reduction nodes in the Mage/Thief CP trees, nor any word about the overwhelming disapproval of such from the Players themselves.
    - The removal/sever reduction of Resource Return mechanics supplied by Light/Heavy attacks, nor the sever community disapproval of such changes.
    - The removal/reduction of Resource returns/Cost reduction provided for by Light/Medium/Heavy armor Passive Skills, nor the overwhelming Player disapproval of such changes.
    - The destruction of the Dragon Knight class (of which the changes are too many to relate in this post), nor the sever community disapproval of these changes.
    - The destruction of the Nightblade Class Skills (again; too many negative changes to list in one post) that result in the homogenization of the class, nor any word of the vast Player disapproval of such changes.
    - The destruction of the Templar class and any/all Healing builds for this class (which is a core design element of the Templar class), nor the deep and deepening community disapproval of these changes.

    All of these bullet points have been accompanied by small NOVELS worth of alternate suggestions and hard evidence over how these changes are going to negatively affect the game; yet you have nothing, NOT EVEN A SINGLE WORD to say about the internet-wide negative reactions to the changes that you're trying to force upon us.

    THE VAST MAJORITY OF YOUR PLAYERS DO NOT APPROVE OF THESE CHANGES, ZOS!!!

    Yet you can't even afford a simple mention that you're taking our problems, concerns, and alternative suggestions into consideration.

    You're just powering on, making changes to the game that; upon being tested by your very own players AS YOU ASKED US TO DO, you are condescendingly disregarding any/all Feedback that doesn't give your changes glowing, god-like praise.

    So I'll ask again.

    After we've brought up all of these issues, alternative suggestions, issues with the game going forward (directly cause by these changes), and our comprehensive and vast disapproval of these changes; why are you ignoring us?

    Because without addressing these concerns that we're voicing, regardless of how negative these viewpoints may be, all we can assume is that you're flat-out ignoring us in order to force unwanted changes upon us.

    THE VAST MAJORITY OF PLAYERS DO NOT WANT THESE CHANGES AS THEY STAND RIGHT NOW ON THIS PTS!!!

    And you, as a development company, desperately need to acknowledge that vast majority.

    @ZOS_GinaBruno

    You want us to stop going after the devs? You want us to be civil? Stop treating us like mushrooms and adress damn-near everything this fine man put up in this post.

    Adress it, openly and honestly, -lisen- to us, act on our feedback, show us you are not as detached as we think, nay, KNOW you are, and stop with this unending chain of destruction to the game we are attempting to love.

    Put your money where your mouth is. Not that any smart man would put money on you doin' that.
    Edited by Doctordarkspawn on May 2, 2017 8:34PM
  • Joy_Division
    Joy_Division
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    Lore_lai wrote: »
    Lore_lai wrote: »
    @ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
    Is the Luminous synergy restore for the casting Templar gone?!

    It is gone...why on Earth would you remove that?

    It may be a bug.

    It may be intended.

    It doesn't matter. You knowing Blazing Spear does a whopping 200 extra damage per second over Luminous? Like why bother having a morph? Half of ZoS's morphs are
    • is a semi-functional spell that we've haven't fully destroyed with a nerfhammer
    • missing the only feature players actually want

    And this change isnt even going to accomplish Zenimax's goal of healer diversity because Tempalrs are *still* the only class that can restore the resource players don't have max stats (i.e. stamina for magicka players), which is now more than ever after this patch extremely valuable. Ever magicka player in PvP, every magicka based tank, hell anyone who values things like blocking is going to be begging for stam next patch.

    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • johnnified
    johnnified
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    Loving the patch notes, keep up the good work devs.

    Can't wait to test this out.
  • Masel
    Masel
    Class Representative
    I'm tired of hoping for good stuff with every week of patch notes, and then being disappointed again... There are so many easy fixes to sets and classes that this game needed a lot more than the drastic changes to core mechanics... Traits are heavily imbalanced and they know it. Every kid in primary school can see that.

    Sets are heavily imbalanced too. All people are farming is CoA and nMoL on live and most other sets are trash. Running trials and dungeons is boring because you can't sell anything from there anymore and in order to test new builds and setups you need to invest weeks of time to grind gear only to discover it's underperforming anyway.

    Those things needed more fixing. They could've changed the cost reduction cp for PvPs sake, fine, but all the other nerfs are so unnecessary.

    Siphoning attacks was all NBs had for them and it got wrecked. Reducing the cost by 50% was good, but also reducing the amount restore by ~50% is basically making it annoying again. The restoring amount on expiring is good, but it only restores when is expires, not when you recast it. Make it work like rally: let it restore let's say 800 immediately, increasing by up to 300% over the duration so you can't just spam it but adapt it to your rotation and still have a good advantage of it. Focus remains clunky and annoying to use which is something EVERYONE will agree on. Make it recast on Firing the Bow.

    Sorcs needed way more nerfs, especially to two skills, and every player who ever ran a score trial knows it: liquid lightning and volatile familiar. You only see sorcs and dks in top scoreboards and that will likely stay that way.

    DKs are forced to run flame lash now (or a heavy attack build because the AoE portion nerf to Lit Heavies is not really making it that much weaker).

    I mean I'll probably adapt and be fine, but the game could be so much better and fun with a few things changed to it. BoE on all gear except vMA and vDSA weapons (introduce a token system for those) and balance sets and traits out somewhat like this:

    https://forums.elderscrollsonline.com/en/discussion/337112/a-detailed-tweaking-of-set-and-trait-numbers-to-achieve-a-better-balance-in-eso#latest

    Those are just suggestions and we all could discuss the right numbers and methods so they work well in PvE and PvP, but this and the RNG-Mess we have takes out the fun. And I'm saying this while I have every weapon that I wanted and that is considered BiS.

    As Nos said in another thread on the Beta forums, this is going to hit casuals a lot harder than us, and that can hardly be good for the game and the company as they are the major cashcow that the business has. Having a cashcow turn into a poor dog is basically the worst thing a company can face.

    And another thing: Wardens are not OP in any way. I read that a lot on here and it is nonsense. They are a well thought through and fun to play class and in no way superior to others. They make good offtanks and offhealers that complement a templar or any other healer.
    Edited by Masel on May 2, 2017 8:27PM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Lore_lai
    Lore_lai
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    @DisgracefulMind - yup, it's completely gone...
    Meanwhile Repentance is still gutted - I guess I'm just not going to allow any other Templar in my group to use Repentance.
    Maybe this is Zenimax's vision on how teamwork and group synergy should work. :D

    @Joy_Division - yup, you make a very good point.
    Edited by Lore_lai on May 2, 2017 8:32PM
  • itscompton
    itscompton
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    I'm really happy with the proposed changes to Templar. To me is sounds like you listened to community feedback, addressing the broken luminous shards (disorient being broken by its own burning light passive) and adding more cc functionality to piercing javelin. Also, I appreciate the developer comments in line with the patch notes to explain the reasoning.

    Really looking forward to this release when it comes out on consoles. Good job Gina and team!

    So you are happy they fixed the CC on luminous by removing it completely? I guess that's better than giving free immunity but it's still taking away a CC option instead of actually fixing the problem with the skill.
    And as for the Javelin change I would argue that knocking an enemy back even FURTHER is actually a negative considering the stun is only 1.8 s. This basically guarantees you'll never be able to land sweeps/strikes as a combo with this move. So that leaves Templars with only their gap closer (which is still bugs out often and is so slow it doesn't land half the time) as the only class stun that can be used to land it's bread and butter DPS spammable.
    I used to play an average of 30 hours a week, mostly solo PvP, but I haven't logged in since they took the stun from Blazing. I've been reading the forums really hoping I would see something in the patch notes that made me want to come back but instead I find the Devs seem intent on destroying the ability of Templars to do anything in PvP other than to spam PotL and Shards as support for Zerg warfare.
  • BraidasNM
    BraidasNM
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    ZOS HQ: "It seems there are still a few players using spear shards in PvP after the nerfs."

    Wrobel and Rich: "Those ***. What if we take away the CC on both morphs, make blazing useless, and get rid of the resource return to the casting templar that we just implemented?"

    ZOS HQ: "Sounds good, get on it".

    Why u hate shards
    Youtube

    "I like to think of myself as the good cop and braidas as the bad cop. Hes the little devil on DC's shoulder, im the angel" -Subtomik
  • NBrookus
    NBrookus
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    Lore_lai wrote: »
    Lore_lai wrote: »
    @ZOS_GinaBruno @ZOS_JessicaFolsom @Wrobel @ZOS_RichLambert
    Is the Luminous synergy restore for the casting Templar gone?!

    It is gone...why on Earth would you remove that?

    Wait they took away the restoring resources to the Templar who casts is? .....

    You know what, things are just funny at this point, I'm not even mad anymore, I'm just so far in a state of disappointment that I'm not sad or mad, just trying to laugh it off.

    IKR? I can't believe ZOS said nary a peep about DKs on ESO live or in any of the patch notes. Just dead silence.

    I think the CP changes are good. The rest is just overkill.

    I actually am looking forward to being able to pick up magicka from shards, but that just punts the sustain issues onto a templar. Which is fine in PvE raids... not so much in PvP.
  • xaraan
    xaraan
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    Going to say this one more time ZOS.

    Stop messing up resource management so badly.

    Resource management being important is great. Making it the end all, be all is a mistake.

    Fix Shards (unless that's an error) and Repentance for Templars and Fix Siphoning attacks for NBs. You are going to break group synergy in one instance in favor of going "pay-to-win" by giving Warden best group synergy. And you are making NBs, already weakest DPS class in PvE even worse. You guys continue to not listen to good feedback and role out changes that make the game less and less balanced. Whoever you are listening to, stop - don't care if they are employees or other feedback from gamers and start listening to some new folks.

    The game will never be perfectly balanced, we get that. But it feels like you aren't even trying. There are so many easy fixes to help balance in pvp, pve, and between classes and you guys constantly walk right past them and try some other version because you think you know better. It's not working guys. Listen more and to the right people.
    Edited by xaraan on May 2, 2017 8:39PM
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • DisgracefulMind
    DisgracefulMind
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    ✭✭✭
    Lore_lai wrote: »
    @DisgracefulMind - yup, it's completely gone...
    Meanwhile Repentance is still gutted - I guess I'm just not going to allow any other Templar in my group to use Repentance.
    Maybe this is Zenimax's vision on how teamwork and group synergy should work. :D

    @Joy_Division - yup, you make a very good point.

    Yeah, I told this to my friends already, I refuse to play with another Templar in group if they have repent on. I get focus fired entirely too hard to risk not getting that stamina back. Team work and group synergy = we all suffer according to Zenimax.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Bc_bmx
    Bc_bmx
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    Long live the "Mop and bucket", they will outlive ALL the nerfs! Mop and bucket OP!
  • Minno
    Minno
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    Lore_lai wrote: »
    @DisgracefulMind - yup, it's completely gone...
    Meanwhile Repentance is still gutted - I guess I'm just not going to allow any other Templar in my group to use Repentance.
    Maybe this is Zenimax's vision on how teamwork and group synergy should work. :D

    @Joy_Division - yup, you make a very good point.

    Yeah, I told this to my friends already, I refuse to play with another Templar in group if they have repent on. I get focus fired entirely too hard to risk not getting that stamina back. Team work and group synergy = we all suffer according to Zenimax.

    That was their way of reversing the expectations of the Templar. Instead of the community saying "give me Templar for repentance!". They will now say "stay away, I'm Alpha-Templar with repentance".

    Can't wait to run a pledge lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Twohothardware
    Twohothardware
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    ✭✭
    The guy at ZoS that's making the final decision on these changes whether it be Wrobel or whoever must of been a total fail at Mathematics in school or is just lost on logic. This new change to Siphoning Attacks restores around the same amount of Stamina you get back on a single Dark Deal cast AND YOU HAVE TO WAIT 20 SECONDS AND LAND MULTIPLE LIGHT/HEAVY ATTACKS TO GET IT. In that same 20 seconds the Dark Dealing Stam Sorc could of just cast a half a dozen times and gone from zero resources to full resources on top of a huge heal per cast.

    All of these changes to Siphoning/Leeching Attacks need to be completely reversed. ZoS seems to have no idea how a Nightblade functions and how you have to rely on both good Stamina and Magicka sustain due to the mix of class abilities that are real resource drains like Cloak and Fear on the Magicka side. On a Stam Sorc all of your main abilities are Stamina based so they lose nothing from giving up all their Magicka to spam Dark Deal for infinite sustain. It is not a trade off. It is not balanced. It is not close.

    Learn to math ZoS/Wrobel and maybe get outside of your internal testing at the office where all of you are clearly running MagSorc's.
    Edited by Twohothardware on May 2, 2017 9:05PM
  • actosh
    actosh
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    Anyone have a picture/information on the new Siphoning Attacks values? Dare I even ask?

    198 per la/ha

    Around 2.4k stam when it expires........ useless change
  • F7sus4
    F7sus4
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    This new change to Siphoning Attacks restores around the same amount of Stamina you get back on a single Dark Deal cast AND YOU HAVE TO WAIT 20 SECONDS AND LAND MULTIPLE LIGHT/HEAVY ATTACKS TO GET IT. In that same 20 seconds the Dark Dealing Stam Sorc could of just cast a half a dozen times and gone from zero resources to full resources on top of a huge heal per cast.

    Let me quote+bold so this doesn't get lost in the tons of bullsh!t we're drowning in.

    Edited by F7sus4 on May 2, 2017 9:06PM
  • Pepper8Jack
    Pepper8Jack
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    8o1841wapd8y.png
    General
    • Fixed an issue where your Stamina Recovery would not pause when holding Sprint and not moving. Stamina is still only drained while you are moving.
    • The monsters summoned from the Summon Shade ability or the Maw of the Infernal Item Set will now respond to pet commands and will change targets if you use a heavy attack.]

    Are there plans in place for the other summoned monsters in the game (specifically sorc pets) receiving this functionality as well?
  • Ajaxduo
    Ajaxduo
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    The ignorance of the combat team is quite amusing.
    Edited by Ajaxduo on May 2, 2017 9:19PM
    - - -
    GM of Verum Aeternus, PC EU
    - - -
  • Biro123
    Biro123
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    The guy at ZoS that's making the final decision on these changes whether it be Wrobel or whoever must of been a total fail at Mathematics in school or is just lost on logic. This new change to Siphoning Attacks restores around the same amount of Stamina you get back on a single Dark Deal cast AND YOU HAVE TO WAIT 20 SECONDS AND LAND MULTIPLE LIGHT/HEAVY ATTACKS TO GET IT. In that same 20 seconds the Dark Dealing Stam Sorc could of just cast a half a dozen times and gone from zero resources to full resources on top of a huge heal per cast.

    All of these changes to Siphoning/Leeching Attacks need to be completely reversed. ZoS seems to have no idea how a Nightblade functions and how you have to rely on both good Stamina and Magicka sustain due to the mix of class abilities that are real resource drains like Cloak and Fear on the Magicka side. On a Stam Sorc all of your main abilities are Stamina based so they lose nothing from giving up all their Magicka to spam Dark Deal for infinite sustain. It is not a trade off. It is not balanced. It is not close.

    Learn to math ZoS/Wrobel and maybe get outside of your internal testing at the office where all of you are clearly running MagSorc's.
    Stamsorc isn't a stamsorc without streak and crit surge.. They both cost a TON of magica to cast...

    Sigh.. More sorc misinformation....

    And did you even read my earlier post about a page back around just how well constitution sustains dark deal this patch.. You can do 1 DD per 20 seconds. You're making the mistake of comparing pts nightblade with live sorc, and even then exaggerating it...
    Edited by Biro123 on May 2, 2017 9:24PM
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • DirtySmeegs33
    DirtySmeegs33
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    If you aren't going to make DK changes then please at least tell us why. What is going on with your vision of DK's? We r in the dark and it is hurting ur public image.
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