Vercingetorix wrote: »Random Unwanted Nerf - Twisting Path is now correctly affected by Thaumaturge and does not proc Scathing Mage. This will be a buff if you are top DPS in ESO and a nerf you are a Nightblade.
YoloWizard wrote: »Greetings
I would like to report two bugs that have been around for quite some time but wasn't affecting our gameplay as they were not used as much as now. Since Morrowind, most damage dealers in PVE have to heavy attack to be able to sustain their resources specially Sorcerers who probably have the hardest times to sustain. And with that comes a very annoying problem when heavy attacking while wielding a lightning staff. There are various bugs can come with it and here are some (probably has more):
- Getting stuck in the heavy attack animation when you want it to stop.
- Preforming a heavy attack might somehow makes your character slow as hell. Can be fixed by doing another heavy attack or roll dodging.
- It can prevents you from dropping your projected ground target abilities (Liquid Lightning, Eruption). Can be fixed by doing another heavy attack.
- The animation of the heavy attack can be desynced with the actual damage output which causes a huge disruption to the rotation.
Daedric Tomb
This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below
Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below
If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability
Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert
.ZoS wrote:All boss monsters and any monster with boss immunities will be immune to damage from this ability for one second after being affected by a Daedric Mine.
DRXHarbinger wrote: »Bring back the old daedric tomb. The line version was much better. Rekd anything that moved at you and hit harder than Frags and spammable.
Vercingetorix wrote: »Random Unwanted Nerf - Twisting Path is now correctly affected by Thaumaturge and does not proc Scathing Mage. This will be a buff if you are top DPS in ESO and a nerf you are a Nightblade.
You shut up, sir.
YoloWizard wrote: »Greetings
Daedric Tomb
This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below
Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below
If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability
Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert
YoloWizard wrote: »Greetings
I would like to report two bugs that have been around for quite some time but wasn't affecting our gameplay as they were not used as much as now. Since Morrowind, most damage dealers in PVE have to heavy attack to be able to sustain their resources specially Sorcerers who probably have the hardest times to sustain. And with that comes a very annoying problem when heavy attacking while wielding a lightning staff. There are various bugs can come with it and here are some (probably has more):
- Getting stuck in the heavy attack animation when you want it to stop.
- Preforming a heavy attack might somehow makes your character slow as hell. Can be fixed by doing another heavy attack or roll dodging.
- It can prevents you from dropping your projected ground target abilities (Liquid Lightning, Eruption). Can be fixed by doing another heavy attack.
- The animation of the heavy attack can be desynced with the actual damage output which causes a huge disruption to the rotation.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
YoloWizard wrote: »Greetings
Daedric Tomb
This ability has potential to be really useful in PVE, it has a really high cost to compensate for the amount of dmg it can do from all 3 mines which is fine. The issue with it however is how it interacts with hitboxes of monsters. I noticed this problem when we were fighting The Assembly General who has a gigantic hitbox.
Normally if you drop mines on a mob or a boss 2 of them will explode if you place it correctly so it is a good option to use as source of dmg in a Sorc build as shown below
Using mines while fighting a boss with a large hitbox such as The Assembly General, Ra Kuto , etc will ONLY trigger 1 mine and the other 2 will do nothing. At first I thought this was a PVP tweak to prevent burst damage but its not. Other players can still be hit with 2 mines at the same time because their hitbox is not big. See below
If small targets can be hit with 2 mines then why bosses that are 10 times my size can only be hit with 1 mine? Even Conduits on 2nd boss in vHOF can be hit with 2 mines, its a bloody stick in the ground and can trigger that . Suggested solution is to have 2 mines explode maximum on one target, 3 mines will be overpowered I'd guess but 2 is fair and square considering the high cost of the ability
Hopefully this issue can be addressed soon. @ZOS_GinaBruno @ZOS_GinaBruno @ZOS_RichLambert
'a gigantic hitbox' was gonna be kim kardashians solo tv reality shows name,just a byword...
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus