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PTS Patch Notes v3.2.4

  • KingJ
    KingJ
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    Hutch679 wrote: »
    wait.... so the wrath passive is being replaced with... NOTHING?

    Thank god. The heavy armor tanky builds that deal a bunch of damage are super annoying. No one should be able to take 4 people on and gain a bunch of weapon and spell damage because they can take abuse.
    Heavy builds still going to be able to stack high weapon damage because of sets like fury and seven legion.No average medium build can really stack as much weapon damage and sustain a heavy build can.I still have better healing,Higher weapon damage and take less damage while running heavy so why not run heavy.
  • Xvorg
    Xvorg
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    Alcast wrote: »
    If wrobel thinks that removing the 200 weap/spelldmg will make medium or light armor more attractive, then he will be in for a surprise :trollface:

    At least he tried....

    How was the mantra we used to say? Oh, yeah...

    No nerf to good things, just buff bad things...
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • HatchetHaro
    HatchetHaro
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    Okay, these are some good changes. I like to bash ZOS a lot, but this is a really nice change. Keep it up ZOS!

    (I mean, they still got plenty more to do.)
    Best Argonian NA and I will fight anyone for it

    17 Argonians

    6x IR, 6x GH, 7x TTT, 4x GS, 4x DB, 1x PB, 3x SBS, 1x Unchained
  • grannas211
    grannas211
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    Derra wrote: »
    On topic of the frags nerf: Nobody is going to use crystal blast for the stun - quite frankly said: nobody is going to use crystal blast at all.

    Nerf something to get someone to use the other thing instead of just buffing the other thing isn't a good idea? ZOS didn't get the memo.
  • NBrookus
    NBrookus
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    So...

    Rune Prison still OP AF
    DKs and Templars still left holding the brown end of the stick?
  • Xvorg
    Xvorg
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    OdinForge wrote: »
    bhc0sqkk3fwc.jpg

    grywrtcxceft.png
    Sorcerer
    • Dark Magic
      • Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
        Developer Comment:
        We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.

    Lol.

    Funny thing, when listing the advantages of frags it seems it has as much advantages as the old WB.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • WrathOfInnos
    WrathOfInnos
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    manny254 wrote: »

    It is worth looking at the bigger picture. All of the major pvp defensive ults where nerfed. As an overall change this is good for the health of the game.

    Wardens are underperforming in every aspect of PVE (the majority of the game). Templars heal better, every magicka class does more DPS, and DKs tank better. The only role they do well is stamina DPS. How is nerfing the worst class good for the health of the game?

    BTW, I have no complaints about the cost increase in the resto or shield ultimate. It's just the crippling of the warden's only useful and unique ultimate in a way that is opposite what Wrobel stated the plan was 2 weeks ago (keeping the low cost, but reducing heal magnitude, as was accomplished in 3.2.2).

  • MLRPZ
    MLRPZ
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    Midori_Oku wrote: »
    That Merciless Charge buff though. Can't wait for it not to do anything in Cyrodiil since it will just be purged anyway.

    It's gonna tick while you gonna wait for your loading screen to end, it's fine
    AD // Marc the Epic Goat // Templar // AR50
    EP // The Goatfather // Templar // AR44
    AD // Unforgoatable // Sorc // AR33
    EP // You Goat Rekt // NB // AR28
    EP // Bill Goats // Swarden // AR28
    AD // Goat Ya // NB // AR24
    AD // Unforgoatten // StamDK // AR 21
    DC // Egoatcentric // Stamsorc // AR16

    and many unused PVE chars

    REMOVE FACTION LOCK

    AoE Rats
    RIP Zerg Squad
    RIP Banana Squad Inc
    Not your typical goat



  • Masel
    Masel
    Class Representative
    Please don't leave wardens in the dust for another patch...

    Asylum dual wield is weird. PvP wrecked a ton of PvE things again, no low cost ultimates for anyone but dds now...
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Rohaus
    Rohaus
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    It is already difficult for 1vX these days with the Zerg trains... ZOS just keeps nerfing to the point where the game will eventually just be Zerg to kill or GTFO. Might as well just make everything AOE based and introduce global cool downs and remove light attacks and heavy attacks...
    YouTube channel Rohaus Lives!
    Daggerfall Covenant
    VR16 DragonKnight
  • Checkmath
    Checkmath
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    PVE wise nothing has changed for wardens, since neither their abilities as dps, healer or tank are concerned with the secluded growth ultimate.
    This skill is only used in PVP and there it was strong, so its understandable, that it got nerfed.
  • Rickter
    Rickter
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    All good changes imho. Bravo zos.
    RickterESO
    PC | NA | DC
    YouTube
    ______________________
    Guilds:
    Requiem GM | Dark Sisterhood Blood Knight | Legend Mod | Legend GvG Mod
    PvP:
    Bloodletter | StamDK | Alliance Rank 46 | Former Emperor of Shor (2018) | Former Emperor of Thornblade #4terms (2015)
    PvE:
    vAA HM | vHRC HM | vSO HM | vMA | vDSA | vMoL | ALL Vet 4 Man Dungeons


  • React
    React
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    @ZOS_GinaBruno

    Great changes here overall! However, please consider the merciless charge enchantment. Even at 6k damage over 5s, not a single person will choose a vMA 2h over an asylum 2h. The damage from merciless charge is simply mitigated by too many factors for a slight increase like this to make it relevant.

    please consider making the enchantment deal bleed damage. Bleed damage is not mitigated by physical and spell resist, and if the enchantment used this type of damage people would consider using it over an asylum 2h, however each of the two would be situationally better.
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Minno
    Minno
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    Dawn’s Wrath

    Eclipse: Fixed an issue where you could still cast this ability and the Total Dark morph at an enemy immune to crowd-control effects.
    Known Issue: The Unstable Core morph will currently immediately trigger its area of effect damage if you recast it on the same enemy. This will be fixed before this update goes live

    That isn't an issue, it matches the live version! I get that you want this ability to be locked behind the cc immunity, but you don't give templars an unblockable cc like the other classes to help make up for the inability to get in dmg on blocked targets and UC with the timebomb triggered regardless of the target's immunity made up for this.

    UC, or Total Dark will find no place in a templars rotation. Unstable wall of elements/shards will give better results on blocked targets because they don't have a cc immunity. In PVE, you can use both of those abilities on both bosses and mobs, but UC can only be placed on mobs making it too niche of a dmg spell and too niche even for a utility spell.

    At this point, turn UC into a hard CC that ignores block. Remove the reflect component, let the time bomb cc the enemy and ignore block.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • olsborg
    olsborg
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    Alcast wrote: »
    If wrobel thinks that removing the 200 weap/spelldmg will make medium or light armor more attractive, then he will be in for a surprise :trollface:

    At least he tried....

    Was gonna say. Its not wrath thats the problem, at all, its all the insane sets you get in heavy armor, few examples are ravager, seventh legion, fury.

    Also, didnt they mention on the esolive show that secluded grove would heal for less, not increase its cost? I dare say increasing restoration ultimate cost isnt changing the major problem, its too powerful...plus or minus 25 ultimate isnt gonna change that.

    Honestly tho, id rather see a buff to the other armors then a nerf to heavy.

    PC EU
    PvP only
  • Lord_Eomer
    Lord_Eomer
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    wait.... so the wrath passive is being replaced with... NOTHING?

    this is how Zenimax is keep dropping nerf bombs!
  • FlamingBeard
    FlamingBeard
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    7 days between PTS patches to read and incorporate player consensus and feedback into your balance changes...

    And you have managed to completely ignore or refuse to acknowledge most of the thorough discussions taking place in your own class-specific feedback threads.

    The Templar thread has twice the amount of discussion going on of any other class thread and yet none of that feedback has been even remotely reflected in any of the subsequent weeks following the thread's creation.

    If you never planned to listen, at least don't tease participants by pretending to care about their opinions?
  • Vaoh
    Vaoh
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    Derra wrote: »
    On topic of the frags nerf: Nobody is going to use crystal blast for the stun - quite frankly said: nobody is going to use crystal blast at all.

    ^^^ I don’t even slot Crystal Frags much in PvE anymore. I’ve felt in HotR it’s easier atm and higher DPS in every fight accept 2nd boss vHoF (I go upstairs) to take it off.

    Crystal Blast is just a horrible skill. It needs to be overhauled completely and given a unique function. Nerfing Crystal Frags is not a buff to Crystal Blast.
    Edited by Vaoh on October 16, 2017 3:59PM
  • SanTii.92
    SanTii.92
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    Feel like Resto ult should also cost 135
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • Teridaxus
    Teridaxus
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    Sorry i jinxed us heavy users (https://forums.elderscrollsonline.com/en/discussion/comment/4567009#Comment_4567009) , i joked like 2 days ago they would simply split up the passive and call it a day...looks like i was right. :/
  • MrCommunity
    It was only a mater of time before the Warden was completely useless. Other then secluded growth they have no other useful ultimate for PVP, not to sure about PVE. Two nerfs in one patch, after stating they will keep it a cheap ultimate SMH.
  • Lord_Eomer
    Lord_Eomer
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    sluice wrote: »
    Merciless Charge (Maelstrom 2H): Increased the damage done by this Item Set’s proc to 6000 damage over 5 seconds, up from 4300 damage over 5 seconds.

    That still doesn't make the vMA 2H viable...

    600 damage per second in PVP (before mitigation)..

    This damage needs to be "bleed" or the total damage needs considerate increasing again.

    LOL! how weaker is this change.

    After damage mitigation and Battle Spirit, it may do like 1.2 - 1.5K Damage over 5 seconds.

    Will prefer 5-4-2 in PVP for 2H/Bow

    or 5-5-2 S & B (though ZOS is killing S & B in PVP)
    Edited by Lord_Eomer on October 16, 2017 4:07PM
  • ManDraKE
    ManDraKE
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    Alcast wrote: »
    If wrobel thinks that removing the 200 weap/spelldmg will make medium or light armor more attractive, then he will be in for a surprise :trollface:

    At least he tried....

    The removal of wrath alone won't do much, but if you consider that they won't have shuffle now and many builds will be forced to run the other morph of rally, things start to add up. It's still going to be better than medium for sure, but at least the gap is closing
  • OdinForge
    OdinForge
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    Xvorg wrote: »
    OdinForge wrote: »
    bhc0sqkk3fwc.jpg

    grywrtcxceft.png
    Sorcerer
    • Dark Magic
      • Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
        Developer Comment:
        We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.

    Lol.

    Funny thing, when listing the advantages of frags it seems it has as much advantages as the old WB.

    It's funny when you see wrecking blow get reflected back at you, oh wait. Wrecking blow can be cast at melee range without the ability to be interrupted or reflected.

    The two abilities are fundamentally different.
    The Age of Wrobel.
  • venomsky
    venomsky
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    Derra wrote: »
    On topic of the frags nerf: Nobody is going to use crystal blast for the stun - quite frankly said: nobody is going to use crystal blast at all.

    https://youtu.be/-2u7rWqSrBY
  • olsborg
    olsborg
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    Sorcerer
    • Dark Magic
      • Crystal Shards: This ability and the Crystal Fragments morph no longer stun the enemy hit. The Crystal Blast morph continues to stun the initial enemy hit.
        Developer Comment:
        We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.
      • Rune Prison: Increased the cost of this ability and its morphs by approximately 16%.

    Mm, ouch. I mean..sorcs loose their main cc, and their new pure-cc ability has its cost increased by 16%...thats harsh.

    PC EU
    PvP only
  • Lord_Eomer
    Lord_Eomer
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    ManDraKE wrote: »
    Alcast wrote: »
    If wrobel thinks that removing the 200 weap/spelldmg will make medium or light armor more attractive, then he will be in for a surprise :trollface:

    At least he tried....

    The removal of wrath alone won't do much, but if you consider that they won't have shuffle now and many builds will be forced to run the other morph of rally, things start to add up. It's still going to be better than medium for sure, but at least the gap is closing

    We may see decline of Heavy Armor in PVP,

    Heavy Armor is slowly nerf to the ground! locking shuffle itself a big nerf!
  • xSkullfox
    xSkullfox
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    4zk8qe7qpg2v.jpg

    daz7v5dd0ib2.png
    Fixtures
    • Fixed some gaps found between walls and doorframes.
    • Fixed various assets with visible seams.

    4k3bqn95brta.png
    General
    • Adjusted the minimum level for the following Normal Difficulty dungeons to Level 45 for the purposes of using the Dungeon Finder:
      • Banished Cells 2 do able with low lvl
      • Bloodroot Forge
      • City of Ash 2 do able with low lvl
      • Cradle of Shadows
      • Crypt of Hearts 2 do able with low lvl
      • Darkshade Caverns 2 do able with low lvl
      • Elden Hollow 2 do able with low lvl
      • Falkreath Hold
      • Fungal Grotto 2 do able with low lvl
      • Imperial City Prison
      • Ruins of Mazzatun
      • Spindleclutch 2 do able with low lvl
      • Wayrest Sewers do able with low lvl
      • White-Gold Tower
    • Adjusted the minimum level for the following Veteran Difficulty dungeons to CP160 for the purposes of using the Dungeon Finder:
      • Veteran Bloodroot Forge
      • Veteran City of Ash 2 do able with low cp lvl
      • Veteran Cradle of Shadows
      • Veteran Crypt of Hearts 2 do able with low cp lvl
      • Veteran Falkreath Hold
      • Veteran Imperial City Prison
      • Veteran Ruins of Mazzatun
      • Veteran White-Gold Tower

    We only want fu..... min lvl for dlc dungeons !!! but no one from ZOS listens..... srly its not funny anymore.
    Groupfinder:
    The worst part is when it finally puts you in a group, your healer turns into a werewolf, your tank has 14k HP and the dps is heavy armor, using a restro staff and a two handed sword on the backbar. Then comes the 15 minute penalty before the cycle starts anew.

    Rulz of Morrowind:
    • The first rule of Morrowind is: You do not talk about Morrowind.
    • The second rule of Morrowind is: You do not talk about Morrowind.
    • Third rule of Morrowind: Someone yells NDA stuff, uploads images, streams, the game is over.
    • Fourth rule: only invited players can test.
    • Fifth rule: one invite at a time, fellas.
    • Sixth rule: crying or bashing on pts.
    • Seventh rule: NDA will go on as long as they have to.
    • And the eighth and final rule: If this is your first invite at Morrowind, you have to play.
  • WrathOfInnos
    WrathOfInnos
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    Checkmath wrote: »
    PVE wise nothing has changed for wardens, since neither their abilities as dps, healer or tank are concerned with the secluded growth ultimate.
    This skill is only used in PVP and there it was strong, so its understandable, that it got nerfed.

    Go grab a set of Master Architect or War Machine, put it on a warden, then bring your top 2 DPS friends and a tank to any 4 man content, and tell me if secluded grove has any use in PVE. Enjoy this play style for one more week, then it is going away.

    Really the cost increase is more severe than it appears, with the morph that gives 20 ultimate back (call this the PVE morph), the effective cost went from 55 to 70. This is an indirect nerf to all of the Halls of Fabrication sets, which will get 27% reduced uptime if used on a warden.

    The cost increase on other cheap ultimates does the same thing. Did HoF sets worn by tanks or healers really need a nerf? I know this won't affect trials as much, since typically DPS wears these sets there, but it impacts 4 man content like vDSA and dungeons. It's another example of collateral damage to fun and unique builds due to one aspect of the game over performing.

    Edit: This was also a big nerf to stamina healers, which were finally becoming a thing.
    Edited by WrathOfInnos on October 16, 2017 4:12PM
  • Lord_Eomer
    Lord_Eomer
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    xSkullfox wrote: »
    4zk8qe7qpg2v.jpg

    daz7v5dd0ib2.png
    Fixtures
    • Fixed some gaps found between walls and doorframes.
    • Fixed various assets with visible seams.

    4k3bqn95brta.png
    General
    • Adjusted the minimum level for the following Normal Difficulty dungeons to Level 45 for the purposes of using the Dungeon Finder:
      • Banished Cells 2 do able with low lvl
      • Bloodroot Forge
      • City of Ash 2 do able with low lvl
      • Cradle of Shadows
      • Crypt of Hearts 2 do able with low lvl
      • Darkshade Caverns 2 do able with low lvl
      • Elden Hollow 2 do able with low lvl
      • Falkreath Hold
      • Fungal Grotto 2 do able with low lvl
      • Imperial City Prison
      • Ruins of Mazzatun
      • Spindleclutch 2 do able with low lvl
      • Wayrest Sewers do able with low lvl
      • White-Gold Tower
    • Adjusted the minimum level for the following Veteran Difficulty dungeons to CP160 for the purposes of using the Dungeon Finder:
      • Veteran Bloodroot Forge
      • Veteran City of Ash 2 do able with low cp lvl
      • Veteran Cradle of Shadows
      • Veteran Crypt of Hearts 2 do able with low cp lvl
      • Veteran Falkreath Hold
      • Veteran Imperial City Prison
      • Veteran Ruins of Mazzatun
      • Veteran White-Gold Tower

    We only want fu..... min lvl for dlc dungeons !!! but no one from ZOS listens..... srly its not funny anymore.

    COA 2, COH 2 is harder even for CP 160. You clearly need to spend sometime with PUGS then comments @ forum..
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