Is there any way we can have this as a toggle option rather than an outright enforced change?ZOS_GinaBruno wrote: »
General
- In an effort to reduce the visual effect noise in group combat situations, we’ve hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
- Affected player abilities include the following:
- Ash Cloud and its morphs
- Path of Darkness and the Twisting Path morph
- Volatile Familiar Special Ability
- Hurricane
- Rune Focus and its morphs
- Impaling Shards and its morphs
- Volley and its morphs
- Wall of Elements and its morphs
- Elemental Storm and its morphs
- Caltrops and its morphs
- Affected Item Set abilities include the following:
- Bahraha’s Curse
- Essence Thief
- Grothdarr
- Hand of Mephala
- Ilambris
- Infernal Guardian
- Leeching Plate
- Nerien’eth
- Sellistrix
- Sheer Venom
- Storm Knight’s Plate
- Thunderbug’s Carapace
- Tremorscale
- Velidreth
- Winterborn
Developer Comments:Having less visual effects on your screen improves both visual clarity and performance, which makes it easier to respond to the more important visuals that come from enemy attacks.
Indeed... ZOS, stop Imperializing everything! It's no wonder the Thalmor get hacked off at the Empire, they're losing their cultural identity!Oliviander wrote: »Many changes might be good but this is a real Baaad decision,
if not a gamebreaker:
Renamed “Crafting Motif 1: Altmer Style” to “Crafting Motif 1: High Elf Style”.
Renamed “Crafting Motif 2: Dunmer Style” to “Crafting Motif 2: Dark Elf Style”.
Indeed... ZOS, stop Imperializing everything! It's no wonder the Thalmor get hacked off at the Empire, they're losing their cultural identity!Oliviander wrote: »Many changes might be good but this is a real Baaad decision,
if not a gamebreaker:
Renamed “Crafting Motif 1: Altmer Style” to “Crafting Motif 1: High Elf Style”.
Renamed “Crafting Motif 2: Dunmer Style” to “Crafting Motif 2: Dark Elf Style”.
Joy_Division wrote: »I havent been able to write this since the 1.5 Patch, but I must admit I am impressed with the majority of what I see here.
Anyone bemoaning the nerfs to sharpened and defending is only interested in maintaining their best in slot status and not adding legitimate diversity to the game. I still think since this is all quantified, people like @Asayre will eventually figure out what is best, but at least there does appear to be options and the gap is not quite as large.
Selene's did not need I nerf, I play magicka and never used this and do not have a problem with my opponent's using it. Skoria didn't need a nerf either. I wish the "nerf X" crowd would just be quiet and understand that just because something does not suit their preferred playstyle, doesnt mean it needs a nerf.
I must infer from this patch (and the last year's worth of patches) that ZoS is generally satisfied with classes and skilllines since there have been so few changes in these areas. This is the one respect where I do not agree (although I do think the relative balance between the classes is acceptable).
Most of the other notes I feel represent a solid foundation that can be tweaked enough during the PTS process to improve the game.
Indeed... ZOS, stop Imperializing everything! It's no wonder the Thalmor get hacked off at the Empire, they're losing their cultural identity!Oliviander wrote: »Many changes might be good but this is a real Baaad decision,
if not a gamebreaker:
Renamed “Crafting Motif 1: Altmer Style” to “Crafting Motif 1: High Elf Style”.
Renamed “Crafting Motif 2: Dunmer Style” to “Crafting Motif 2: Dark Elf Style”.
That's true, but not relevant. This is a lore thing, not a mechanic, and that's what I was commenting on. And lorewise, this change makes some sense anyway since Alfida Lupus is Imperial. But up until now, she did appear to have a degree of cultural diversity in her writings, which has now been taken away.PrinceShroob wrote: »Elven races have been identified as "High Elf," "Dark Elf," and "Wood Elf" in menu descriptions and editor IDs since Arena.Indeed... ZOS, stop Imperializing everything! It's no wonder the Thalmor get hacked off at the Empire, they're losing their cultural identity!Oliviander wrote: »Many changes might be good but this is a real Baaad decision,
if not a gamebreaker:
Renamed “Crafting Motif 1: Altmer Style” to “Crafting Motif 1: High Elf Style”.
Renamed “Crafting Motif 2: Dunmer Style” to “Crafting Motif 2: Dark Elf Style”.
That's true, but not relevant. This is a lore thing, not a mechanic, and that's what I was commenting on. And lorewise, this change makes some sense anyway since Alfida Lupus is Imperial. But up until now, she did appear to have a degree of cultural diversity in her writings, which has now been taken away.PrinceShroob wrote: »Elven races have been identified as "High Elf," "Dark Elf," and "Wood Elf" in menu descriptions and editor IDs since Arena.Indeed... ZOS, stop Imperializing everything! It's no wonder the Thalmor get hacked off at the Empire, they're losing their cultural identity!Oliviander wrote: »Many changes might be good but this is a real Baaad decision,
if not a gamebreaker:
Renamed “Crafting Motif 1: Altmer Style” to “Crafting Motif 1: High Elf Style”.
Renamed “Crafting Motif 2: Dunmer Style” to “Crafting Motif 2: Dark Elf Style”.
Its totally reasonable for another player to say "I don't care about min/maxing and working to farm this BiS item". But also, its simultaneously fine for me to say "Yes, Im highly (overly) competitive and I want the best possible item, and I'm willing to analyze and spend entirely too much time getting that ideal set up". Its what I enjoy doing, and so do most other competitive players. But you farm that item with some level of expectation that its rank order relative to other traits will remain the same. As a BiS item.
I think these changes are great. Trait rebalancing was much needed as farming PVE content for literally 1 viable trait was ridiculous and time consuming. Also the proc changes are great... I love that there is counterplay against these now. Each patch was requiring less and less skill to do well (especially Morrowind) but it seems like you are taking a step in the right direction. However, there are a few things that still need to be changed. Mainly the fact that these drastic changes happen so suddenly.
1. Each one of your updates has been game changing, creating a new Meta and making old gear/builds useless. Especially for pvpers. I am mostly a pvp player and farming gear in the right traits and making them gold to be as competitive as possible is very expensive and time consuming. After this process is done I can have a decent pvp or dueling experience... for a month or so. After that the game has changed so much that my build isn't really viable anymore. This is very discouraging and annoying, not to mention class changes on top of this which make me have to drastically change my Playstyle. Obviously some of these changes are needed but it's very inconvenient to deal with and I'm sure many people would agree. I think you should incorporate more ways to cope with drastic changes. One way is to make these changes more gradual... not just every few months.. however this way not be realistic since a lot of work would be required to update the game frequently. Another option is to change the drop rates on items you know will be desirable (turn having to run maelstrom 300+ times to a much more tolerable number) or introduce a token or trait exchange system. That way when traits are changed it won't take an eternity to get BIS gear. On top of one of these changes I would suggest keeping changes to class defining skills and passives to a minimum, unlike you did in Morrowind.
2. Raise the skill floor a little bit more please. Morrowind did the total opposite of this and I honestly think some changes need to be reverted. The proc changes are a step in the right direction but there's still work to be done. Currently on live you can hit 35k+ DPS by holding right trigger (im on Xbox) for 75% of the time with a heavy attack build. This is not skillful gameplay at all... not to mention in pvp you can outsustain medium or light armor users in a heavy armor build centered around heavy attacks. This is of course a side effect from the over the top sustain nerfs. I think that the morrowind CP changes were good, but I think you should have added to the reduce cost percentage passives of light and medium armor instead of lowering them. I also think that some of the class sustaining passives that were nerfed should be reverted, or the magnitude at which they were nerfed should be reduced. Instead make sustain still a challenge, but center it around light attack weaving which is considerably harder than heavy attack builds.
With these changes I think the game would be near perfect
And speaking of de-motivating grinds...I'm a housing guy. I like setting up home in all the games I play that allow it. I am mostly happy with homestead and am dreaming of what kind of home system will be in Elder Scrolls 6. With the one if Fallout 4 and the system in ESO - the future looks promising as far as virtual home building goes.New Furnishings
A number of new recipes and furnishings have been added to the game, obtainable by participating in various activity throughout the world. These include, but are not limited to, harvesting certain types of nodes or in certain areas, participating in Justice and defeating enemies in the new Horns of the Reach dungeons, Coldharbour, and Ayleid Ruins.
But it is a despicable grind in ESO. One that I am having really dark thoughts about. Really dark. Like physically hurting the people who designed it dark. The kind that makes me feel very uncomfortable for having such thoughts. And making me think that I really should be using my time in playing something more rewarding and less depressing. The amount of grind that is required by the system is inhumane.
And with Morrowind things took a turn to even darker territories. I too, like many others, were blown away by the new furnishing models brought on by Morrowind and they were a key factor for me in deciding to get the bloody expansion. But the drop rates for the stuff is abysmal. It is so hard to get them that I have kissed goodbye to my plans on having a Morrowind style furnished home.
And then there are the Dwemer things that require atrocious amounts of dwemer frames. Each which requires ten fairly rare themselves. A simple dwemer bucket requires 60 frigging rare drops from dwemer type mobs to make. That is nuts. So you can guess what happened to my idea on having a dwemer type house set up... Yeah, that's gone too. Will not bother with that crap.
And now you are introducing more of the same? I really hope not. Sounds like Ayleid ruins will offer Ayleid furnishing stuff which is cool - especially since one of my hopes was to be able to set up an Ayleid style home at some point. But if the grind is equal to getting Morrowidn style furnishing plans, and if they require similar amounts of rare drops that Dwemer stuff does... Well *** it is my answer. Will not do it, will not care, will not play. End of discussion.
ZOS_GinaBruno wrote: »
Homes
- Furniture can now be picked up normally without having to use the retrieve option for the Strident Springs Demise home.
@Azramel I tried it too with spriggan. The point is not just the damage from sheer venom. It is the fact that you combine it with other dots and that the uptime is basically 100%. This build gives me both the chance to burst down opponents AND it gives me sustained dps against tanky builds. It's a lot of preasure in 6 seconds. Its a versatile and mobile build and the most powerfull thing about it is that when people realize "hey im taking a lot of dmg" im already in your face with fear and the dots are still ticking. In duels it is OP as hell. People have to constantly block, or heal. So they spend resources on defence more than they'd like.@Azramel Sheer venom is anything but underpowered. You just don't know how to use it. Combine it with double dot poison and poison injection on a charged bow (extra poison application) and it applies a ton of pressure to people in pvp. I can just fire a heavy attack+poison injection, about 2-3 light attacks. Then everything procs, target is already at 60% health. Switch bars, ambush, fear and hammer away. It is so much pressure most people cannot handle it.
No, your over-estimating the set. You can easily do all that without sheer venom. Next time you use it, look at how much damage it reads. I got the tooltip up to 12k over 6 seconds and it ticks for around 500-600 damage per second on a single target and can be blocked reducing it down to 200-300 per second. The stamina and 2 weapon damage bonuses are nice but hardly justify the 5 piece set bonus. Btw, I watched the video. Nice burst but the dot from sheer venom was negligible. All that pressure will still be there with just poison inject and double poisons. You'll get higher dps with that build if your swap sheer venom for spriggan.
Is there any way we can have this as a toggle option rather than an outright enforced change?ZOS_GinaBruno wrote: »
General
- In an effort to reduce the visual effect noise in group combat situations, we’ve hidden most visual effects from persistent damaging area of effect abilities cast by your allies. Area of effect abilities that have a synergy, healing, or defensive component that can benefit you will still be visible, and area of effect abilities cast by enemies will also still be visible.
- Affected player abilities include the following:
- Ash Cloud and its morphs
- Path of Darkness and the Twisting Path morph
- Volatile Familiar Special Ability
- Hurricane
- Rune Focus and its morphs
- Impaling Shards and its morphs
- Volley and its morphs
- Wall of Elements and its morphs
- Elemental Storm and its morphs
- Caltrops and its morphs
- Affected Item Set abilities include the following:
- Bahraha’s Curse
- Essence Thief
- Grothdarr
- Hand of Mephala
- Ilambris
- Infernal Guardian
- Leeching Plate
- Nerien’eth
- Sellistrix
- Sheer Venom
- Storm Knight’s Plate
- Thunderbug’s Carapace
- Tremorscale
- Velidreth
- Winterborn
Developer Comments:Having less visual effects on your screen improves both visual clarity and performance, which makes it easier to respond to the more important visuals that come from enemy attacks.
I understand where you're going with this but myself and others in guilds I am in have expressed how they're not fans of losing this.
I personally like to see what effects are going off from my allies and haven't had trouble seeing any of the required indicators.
As a former raid leader in PvP I can especially see this as an issue there because seeing when procs or other effects are going off does help you consider charges and attacks as well as being able to lure enemies back towards an allies AoE. Knowing I will be safer stood within my allies Grothdar for example if they're too busy to bring it to me.
Hopefully this is something which can be considered?
Sharpened trait nerfed by nearly a half, still no token system, what about all these people who farmed like crazy their sharpened weapons ZOS? Why are you spit on your players once again? I'm done.