Hello ZoS, here you get my first post in the forum.
I actually do like parts of the patchnotes and dislike some too.
The invention of the transmutation system is a good idea, long needed to make up the rng in ESO. I hope the grinding for those crystals wont be too hard and it wont take too much work to get 40 together. What really should be implemented to the transmutation system is the changing of armor and weapons style. Lot of players would appreciate that, because they dont want to wear argonian style, just because necropotence is in that style. Please implement that together with the transmutation for around 5 to 10 crystals per style change.
To the battlegrounds, yes please bring up the option to choose between cp enabled and not. A lot of players like battlegrounds as they are. There group play is really needed and makes it interesting. Some battleground modes actually will be better without cps, an example is the chaosball. Holding the ball requires good healing onto the holder, which is mostly only given, when the whole group heals, otherwise the holder sooner or later dies of the lack of healing. With cp, you only make those modes easier.
There has been discussion on the ESO subreddit about how this set seems largely useless, and the initial thought was that it might be useful for Werewolves (making use of both Stam and Magicka), except that the 5set specifies "Class abilities" and Werewolf is a World skill line. Would Zos consider removing that silly limitation and simply make it affect any ability? Including Mage/Fighter's Guild, etc. It really seems unnecessarily limiting on a player's desired build.ZOS_GinaBruno wrote: »Innate Axiom (All)
- (2) Max Magicka
- (3) Max Stamina
- (4) Spell Critical
- (4) Weapon Critical
- (5) Adds 400 Spell and Weapon Damage to your Class abilities.
Also, +1 to this.I'm in agreement with many others who say please FIX Templars before adding NEW content...
Yep, would change my Templar in a heartbeat without even thinking about it. It's constantly a horrible reminder of how much time and effort I've wasted putting into that class.@ZOS please, give us a "Class Change Token" please!!! I wanna get rid of my night blades and templar without losing all the progress I have done in them.
There has been discussion on the ESO subreddit about how this set seems largely useless, and the initial thought was that it might be useful for Werewolves (making use of both Stam and Magicka), except that the 5set specifies "Class abilities" and Werewolf is a World skill line. Would Zos consider removing that silly limitation and simply make it affect any ability? Including Mage/Fighter's Guild, etc. It really seems unnecessarily limiting on a player's desired build.ZOS_GinaBruno wrote: »Innate Axiom (All)
- (2) Max Magicka
- (3) Max Stamina
- (4) Spell Critical
- (4) Weapon Critical
- (5) Adds 400 Spell and Weapon Damage to your Class abilities.
There has been discussion on the ESO subreddit about how this set seems largely useless, and the initial thought was that it might be useful for Werewolves (making use of both Stam and Magicka), except that the 5set specifies "Class abilities" and Werewolf is a World skill line. Would Zos consider removing that silly limitation and simply make it affect any ability? Including Mage/Fighter's Guild, etc. It really seems unnecessarily limiting on a player's desired build.ZOS_GinaBruno wrote: »Innate Axiom (All)
- (2) Max Magicka
- (3) Max Stamina
- (4) Spell Critical
- (4) Weapon Critical
- (5) Adds 400 Spell and Weapon Damage to your Class abilities.
they still havent addressed battlegrounds leaderboards- to give a more accurate ranking system- such as team leaderboards or matchmaking by rankings.
also i was really hoping they'd consider giving us the option to make custom BG matches -so we could set up our own tournaments.
other than that- alot to like here. maelstrom weapons losing their damage bonus- but gaining the option to enchant is interesting. not sure about that yet.
the new asylum weapons look really good though. i think they ll be fun to use.
adding more cp? 690? whens it going to end? i dont think anyone that has that many points thinks- "boy i feel really underpowered" . constantly giving us more power- and taking it away by nerfing other elements is why the game will never find balance this way. the game already is way too easy for max cp players. i hope they ll reconsider the whole cp thing one day- and give thought to replacing it with skill bonuses instead. the way they've treated the new asylum weapons is an interesting direction to consider - instead of CP as it is- buffing general stats- instead giving us the option to tweak and buff skills - add time, duration and effectiveness to certain skils- for example instead of cost reduction and recovery on stamina generally- allowing us to add 5 seconds to hurricane with 10 cp points, 10 seconds with 50 cps and so on. allowing us to fire two poison injections that stack with 10 cp and 3 with 50, or giving certain skills knock back or stuns, or granting umminuty - for example upon a cast . obviously this would need to be careful considerd- but lets face it - the cp system is never going to give us balance in it s current form- moreso it just isn't interesting. the way that skyrim had branching skill that diversified builds, and witcher also- is a more interesting template for us to look towards for the future. just some ideas that would allow more customisation of builds, rather than just adding broad power to everything.
CurvedSwords123 wrote: »they still havent addressed battlegrounds leaderboards- to give a more accurate ranking system- such as team leaderboards or matchmaking by rankings.
also i was really hoping they'd consider giving us the option to make custom BG matches -so we could set up our own tournaments.
other than that- alot to like here. maelstrom weapons losing their damage bonus- but gaining the option to enchant is interesting. not sure about that yet.
the new asylum weapons look really good though. i think they ll be fun to use.
adding more cp? 690? whens it going to end? i dont think anyone that has that many points thinks- "boy i feel really underpowered" . constantly giving us more power- and taking it away by nerfing other elements is why the game will never find balance this way. the game already is way too easy for max cp players. i hope they ll reconsider the whole cp thing one day- and give thought to replacing it with skill bonuses instead. the way they've treated the new asylum weapons is an interesting direction to consider - instead of CP as it is- buffing general stats- instead giving us the option to tweak and buff skills - add time, duration and effectiveness to certain skils- for example instead of cost reduction and recovery on stamina generally- allowing us to add 5 seconds to hurricane with 10 cp points, 10 seconds with 50 cps and so on. allowing us to fire two poison injections that stack with 10 cp and 3 with 50, or giving certain skills knock back or stuns, or granting umminuty - for example upon a cast . obviously this would need to be careful considerd- but lets face it - the cp system is never going to give us balance in it s current form- moreso it just isn't interesting. the way that skyrim had branching skill that diversified builds, and witcher also- is a more interesting template for us to look towards for the future. just some ideas that would allow more customisation of builds, rather than just adding broad power to everything.
It's criminal thoughtful posts like these don't get more thumbs up and agrees...
CP enabled in BGs now? Huge mistake in my opinion. Can't wait for death matches where the winning team manages to eek out about 5 kills over 15 minutes.
Gotta admit I'm not jumping out of joy on the maelstrom weapon changes... those items are one of the hardest to get in the game, and doing this makes them unworthy to wear, at least for people with a five piece set up, agility or will power and maelstrom weapons...
Can we please have Debilitate become a stamina morph? I mean, no magicka users use it anyway. And maybe change the magicka flood passive to give also maximum stamina? Let's get over with the one sided passives please
Gotta admit I'm not jumping out of joy on the maelstrom weapon changes... those items are one of the hardest to get in the game, and doing this makes them unworthy to wear, at least for people with a five piece set up, agility or will power and maelstrom weapons...
As i and others already pointed out...this is a buff for PvE, but a nerf for PvP...
Considering PvPer complained about them being forced to do vMSA to be competitive i think it is ok that way...
Mystrius_Archaion wrote: »CurvedSwords123 wrote: »they still havent addressed battlegrounds leaderboards- to give a more accurate ranking system- such as team leaderboards or matchmaking by rankings.
also i was really hoping they'd consider giving us the option to make custom BG matches -so we could set up our own tournaments.
other than that- alot to like here. maelstrom weapons losing their damage bonus- but gaining the option to enchant is interesting. not sure about that yet.
the new asylum weapons look really good though. i think they ll be fun to use.
adding more cp? 690? whens it going to end? i dont think anyone that has that many points thinks- "boy i feel really underpowered" . constantly giving us more power- and taking it away by nerfing other elements is why the game will never find balance this way. the game already is way too easy for max cp players. i hope they ll reconsider the whole cp thing one day- and give thought to replacing it with skill bonuses instead. the way they've treated the new asylum weapons is an interesting direction to consider - instead of CP as it is- buffing general stats- instead giving us the option to tweak and buff skills - add time, duration and effectiveness to certain skils- for example instead of cost reduction and recovery on stamina generally- allowing us to add 5 seconds to hurricane with 10 cp points, 10 seconds with 50 cps and so on. allowing us to fire two poison injections that stack with 10 cp and 3 with 50, or giving certain skills knock back or stuns, or granting umminuty - for example upon a cast . obviously this would need to be careful considerd- but lets face it - the cp system is never going to give us balance in it s current form- moreso it just isn't interesting. the way that skyrim had branching skill that diversified builds, and witcher also- is a more interesting template for us to look towards for the future. just some ideas that would allow more customisation of builds, rather than just adding broad power to everything.
It's criminal thoughtful posts like these don't get more thumbs up and agrees...
Except that all of us in PVE love having more CP, especially as they balance around it. We want more power to make things easier, except for the masochists who want to force that on others as well like sado...well, and we don't all have an easy time.
They are constantly moving the goalposts for the really hard content also.
Hmm, that must be why they made the new trial harder. They expect it to only be run by max-CP characters with access to the perfects set choices, like the templat characters.
OFF TO POST IN THAT THREAD! AWAY!
CurvedSwords123 wrote: »Mystrius_Archaion wrote: »CurvedSwords123 wrote: »they still havent addressed battlegrounds leaderboards- to give a more accurate ranking system- such as team leaderboards or matchmaking by rankings.
also i was really hoping they'd consider giving us the option to make custom BG matches -so we could set up our own tournaments.
other than that- alot to like here. maelstrom weapons losing their damage bonus- but gaining the option to enchant is interesting. not sure about that yet.
the new asylum weapons look really good though. i think they ll be fun to use.
adding more cp? 690? whens it going to end? i dont think anyone that has that many points thinks- "boy i feel really underpowered" . constantly giving us more power- and taking it away by nerfing other elements is why the game will never find balance this way. the game already is way too easy for max cp players. i hope they ll reconsider the whole cp thing one day- and give thought to replacing it with skill bonuses instead. the way they've treated the new asylum weapons is an interesting direction to consider - instead of CP as it is- buffing general stats- instead giving us the option to tweak and buff skills - add time, duration and effectiveness to certain skils- for example instead of cost reduction and recovery on stamina generally- allowing us to add 5 seconds to hurricane with 10 cp points, 10 seconds with 50 cps and so on. allowing us to fire two poison injections that stack with 10 cp and 3 with 50, or giving certain skills knock back or stuns, or granting umminuty - for example upon a cast . obviously this would need to be careful considerd- but lets face it - the cp system is never going to give us balance in it s current form- moreso it just isn't interesting. the way that skyrim had branching skill that diversified builds, and witcher also- is a more interesting template for us to look towards for the future. just some ideas that would allow more customisation of builds, rather than just adding broad power to everything.
It's criminal thoughtful posts like these don't get more thumbs up and agrees...
Except that all of us in PVE love having more CP, especially as they balance around it. We want more power to make things easier, except for the masochists who want to force that on others as well like sado...well, and we don't all have an easy time.
They are constantly moving the goalposts for the really hard content also.
Hmm, that must be why they made the new trial harder. They expect it to only be run by max-CP characters with access to the perfects set choices, like the templat characters.
OFF TO POST IN THAT THREAD! AWAY!
Stop being hysterical. I think they're giving norm asylum weapons to focus to help with the power differentials u are eluding to.
jgruberman wrote: »Can BoE items be transmuted and then transfered to another player? One person is telling me you can and another person is telling me items are Bound upon transmute.
Obviously, ZOS has chosen to make Transmuting weapon and armor traits as difficult, resource-consuming, and inherently limited about as much as possible. The first question is, "Why?".ZOS_GinaBruno wrote: »BASE GAME UPDATE
Transmutation
A new way of altering your equipment is available in this update. Transmutation allows you to permanently change the trait of an item to one of your choosing! The requirements to utilize Transmutation is as follows:....
- Transmutation requires Transmute Crystals, precious resources occasionally received for successfully completing Veteran PvE activities such as Pledges, Trials, and Arenas, and several PvP sources such as Rewards for the Worthy, Battleground end of match rewards, and AvA end of campaign rewards. Transmute Crystals are an account wide, capped currency which cannot be banked or traded.
....
Must these "Notable Homes" only be bought with Crowns? Or can the player choose to pay with Gold Pieces for an unfurnished home?ZOS_GinaBruno wrote: »New Houses
Two new homes are available to preview in this update. Both of these Notable Homes can hold 350 Traditional Furnishings (700 with ESO+), 5 Special Furnishings (10 with ESO+), 40 Collectible Furnishings (80 with ESO+), and 5 Special Collectibles (10 with ESO+), as well as up to 24 other players.
Is this feature necessary? There are add-ons which offer the same functionality in a much more player-friendly way, usually by adding data to an item's tooltip. Did you examine any of them before you decided to add this feature?ZOS_GinaBruno wrote: »BASE GAME UPDATE
Trait Tracker
Along with the ability to change traits, equipment tooltips now have an icon next to the trait that communicates the trait’s status:
Can Research
Ornate
Intricate
Trait Changed
(no icon) No Trait/Researched
Whatever inspired you believe that your Deconstruction feature will, in fact, group items such that the items which we are "more likely to deconstruct" are sorted to the top? Some players collect every item that is a part of an Armor Set unless its trait is Ornate or Intricate (but sometimes keep an Armor set item which has either of those traits).
- Inventory views have a column dedicated to displaying this iconography.
- The Deconstruction screen will now group items based on trait status, such that items that you are more likely to deconstruct are sorted to the top.
- The Sell screen at Vendors will list Ornate items at the top.
Perhaps so, but some add-ons that I use serve well in that regard. The ability to change traits according to the character's knowledge of the traits is interesting. But the design for Transmutation is so hedged with conditions and requirements that it will be neither easily used nor often used.ZOS_GinaBruno wrote: »
- With the ability to more easily determine your own trait knowledge, and the ability to change traits depending on your trait knowledge, you should now enjoy easier management of your inventory and bank and greater control over the items you wield and wear.
Excellent!! Can you add a symbol for each or the respective turn-in sites ("depots") to the Map feature? If the location of the site is in or near a city or town that has a "detail" map, then it could at least appear on the "detail" map.ZOS_GinaBruno wrote: »Crafting Writ Turn-In Site Universalization
With the Clockwork City base game update, you may now turn in your Crafting Writs at any Writ turn-in site throughout the world, regardless of crafting rank.
Those in power only have the illusion they are powerful, however in reality, those in power are only so because we allow them to be.