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PTS Patch Notes v3.3.0

  • coop500
    coop500
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    Qbiken wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    jasann wrote: »
    76crbi5lftxl.jpg
    Nightblade
    • Assassination
      • Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
        Developer Comments – Gap Closer Abilities:
        We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.

    Templar
    • Aedric Spear
      • Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
      • Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike’s bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
        • Note: This will result in increased damage on targets with Minor Vulnerability.

    Weapon
    • Two Handed
      • Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
      • Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
      • Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
    • One Hand and Shield
      • Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

    World
    • Werewolf
      • Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

    I like how all gap closer skills are nerfed yet Dragon leap is untouched?

    Leap is an ultimate. They nerfed gap closers because people were spamming them in PvP. No one is spamming Dragon Leap.

    No one is spamming WW in general either, that's a ult skill and was nerfed. Logic?

    You can remain in WW for quite a long time, during which you can spam the gap closer. The logic, as you ask, is that ZOS wanted gap closers to be utility skills rather than damage skills. Leap isn't a gap closer--it's a damage ult.

    Again, who is spamming WW? I haven't seen a single complaint about werewolves chasing people with their gap closer.

    All people have to do is switch to poison if they don't have it on already and CC because all of our abilities have a high stamina cost and we'd have to break free from CC to get back into the fray, taking more precious resources from our stamina pool.

    I'm just explaining what I understood the rationale behind the damage reduction in gap closers to be. You are free to disagree with ZOS's decision to do so, but don't conflate the issues by trying to compare standard skill gap closers to an ultimate ability that happens to have a gap closer attached to it.

    I understand ZOS logic as well, pounce is a gapcloser (nerf all or nerf none principle), but punishing WW who´s already in a mediocre spot isn´t doing it any good. Their skills already cost way to much to even be considered as spammable (don´t think any skill WW has cost below 4k stamina or magicka).

    And ZOS isn´t consistent with their changes either. Cap-closers such as empowering chains and silver leash was both left untouched, or at least I didn´t see anything in the PTS-notes. Silver leash is arguable about being a gap-closer or not (due to no other skill in the game works the same way where you have to activate it twice to get pulled to an enemy) but empowering chains is definitely a gap-closer.

    Hopefully ZOS has some more changes the coming PTS patches regarding WW that will make up for the change, but so far I consider the damage nerf un-needed due to the current state of WW´s.

    That's what gripes me the most about it, they did not nerf all gap closers across the board, they cherry picked.

    That and the fact we have skills not working properly that are going unfixed.They thought about WWs just long enough to nerf them, then moved on
    Edited by coop500 on January 9, 2018 2:53PM
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • TheMystid
    TheMystid
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    TheMystid wrote: »
    "Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account."
    So, with the current system you're only able to get 2-3 RFTW emails per week, equating to 40-50 crystals, and with the revised system you'll be able to get 2-3 RFTW emails per week (provided you PvP 3/7 days) equating to 40-50 crystals...? Have you any idea how long it takes to get 50 crystals via pledges, randoms, and trials?



    Ok I said it the wrong way. I know that with the new system 1 RTFW will still theoretically grant 1 Trans geode. But assuming you have 8 char., it will slowdown your Trans Crystal gain from RFTW by 8 times. It is a lot.



    I don't play PVE so I don't know how long it takes to get 50 by PVEing.
    PC EU

    Nostalgic StamDk
  • coop500
    coop500
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    TheMystid wrote: »
    TheMystid wrote: »
    "Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account."
    So, with the current system you're only able to get 2-3 RFTW emails per week, equating to 40-50 crystals, and with the revised system you'll be able to get 2-3 RFTW emails per week (provided you PvP 3/7 days) equating to 40-50 crystals...? Have you any idea how long it takes to get 50 crystals via pledges, randoms, and trials?



    Ok I said it the wrong way. I know that with the new system 1 RTFW will still theoretically grant 1 Trans geode. But assuming you have 8 char., it will slowdown your Trans Crystal gain from RFTW by 8 times. It is a lot.



    I don't play PVE so I don't know how long it takes to get 50 by PVEing.

    It's painfully slow
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • coop500
    coop500
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    Kilandros wrote: »
    Qbiken wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    jasann wrote: »
    76crbi5lftxl.jpg
    Nightblade
    • Assassination
      • Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
        Developer Comments – Gap Closer Abilities:
        We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.

    Templar
    • Aedric Spear
      • Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
      • Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike’s bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
        • Note: This will result in increased damage on targets with Minor Vulnerability.

    Weapon
    • Two Handed
      • Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
      • Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
      • Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
    • One Hand and Shield
      • Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

    World
    • Werewolf
      • Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

    I like how all gap closer skills are nerfed yet Dragon leap is untouched?

    Leap is an ultimate. They nerfed gap closers because people were spamming them in PvP. No one is spamming Dragon Leap.

    No one is spamming WW in general either, that's a ult skill and was nerfed. Logic?

    You can remain in WW for quite a long time, during which you can spam the gap closer. The logic, as you ask, is that ZOS wanted gap closers to be utility skills rather than damage skills. Leap isn't a gap closer--it's a damage ult.

    Again, who is spamming WW? I haven't seen a single complaint about werewolves chasing people with their gap closer.

    All people have to do is switch to poison if they don't have it on already and CC because all of our abilities have a high stamina cost and we'd have to break free from CC to get back into the fray, taking more precious resources from our stamina pool.

    I'm just explaining what I understood the rationale behind the damage reduction in gap closers to be. You are free to disagree with ZOS's decision to do so, but don't conflate the issues by trying to compare standard skill gap closers to an ultimate ability that happens to have a gap closer attached to it.

    I understand ZOS logic as well, pounce is a gapcloser (nerf all or nerf none principle), but punishing WW who´s already in a mediocre spot isn´t doing it any good. Their skills already cost way to much to even be considered as spammable (don´t think any skill WW has cost below 4k stamina or magicka).

    And ZOS isn´t consistent with their changes either. Cap-closers such as empowering chains and silver leash was both left untouched, or at least I didn´t see anything in the PTS-notes. Silver leash is arguable about being a gap-closer or not (due to no other skill in the game works the same way where you have to activate it twice to get pulled to an enemy) but empowering chains is definitely a gap-closer.

    Hopefully ZOS has some more changes the coming PTS patches regarding WW that will make up for the change, but so far I consider the damage nerf un-needed due to the current state of WW´s.

    The damage portion of Empowering Chains is already considerably lower than the damage on gap closers like Toppling Charge and Lotus Fan. There's a reason Spambush was a thing, but Empowering Chains spam wasn't.

    But I think that design makes sense. If I'm using Empowering Chains I'm using it for the utility and not the damage.

    This logic applies to WWs too, the skill is too pricy to use as a spammable, I use it to get into combat, then I use howl of agony instead for my main damage skill, after applying Claws of life of course.

    So again this logic fails in justifying ZOS's choice.
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • craigr02
    craigr02
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    Zos, please dont change your rewards for the worthy. Or if you do change the amoubt it takws to transmute something. For players like myself, i dont have alot of time to play, so its nice to be able to jump on and play in pvp for a few hours and get some geodes, it gives me a chance to actually change some of my gear. If i dont have that incentive anymore, i will not play as much pvp. Ill get on one day and get 7 rewards of the worthy enough for the week and jump out and do something else, or maybe just quit, because the alternative is back to relentless grinding to get the traits i want. It'll take away from the game. This is just my opinion. The rewards of the worthy actually gave me a desire to do pvp, and start playing more.
  • biggbran34
    biggbran34
    Soul Shriven
    "A full personal bank will currently prevent you from depositing items into storage coffers and chests."

    Does this mean home storage goes toward bank capacity?
  • mb10
    mb10
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    Considering how broken shadow image is, it might shed some light on how terrible the other morph is...

    But nah, one morph is completely broken and the other is completely useless.

    Why? Because its mag NB, the hardest class to master so most players dont bother, so it gets NO attention on the forums, so no dev wants to fix it!!
  • dotme
    dotme
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    Ley wrote: »
    See the bigger picture. The way AOE damage currently works, stacking 40 people on top of each other and spamming AOE skills creates an unstoppable blob of destruction. If another player casts an AOE on the blob, it only does significant damage to 7/40 players. Healers can easily keep up with that. With this upcoming change, when you cast that same AOE on the blob it does significant damage to 40/40 players. Which makes it much harder to heal through. This change makes it less viable to stack 40 players on top of each other because that just makes for a juicy target for bombers. You'll be seeing small bomb groups or even single players taking out an entire zergball on their own. Hopefully after a while, this leads to players spreading out more, which will create more opportunity for single target pvp builds to pick off people.
    Fair points. My build is bomb-fodder anyway (ZOS decided only magica builds should get an AOE weapon ultimate like EOTS) but I understand what you're saying and maybe it'll work out just fine. I'm concerned that small tower-farming groups are salivating at the idea that they can once again dominate a resource indefinitely. Maybe I'm just a negative nelly, but I'm anticipating a return to resource trolling and stronger zergs with this change. It feels like ZOS tried to stop tower farming by removing doors and increasing offensive ticks, and now they're re-enabling that (arguably) toxic behavior with this change.

    I hope (I really do) that I'm worried about nothing. We'll see.

    PS4NA
  • DeadlyRecluse
    DeadlyRecluse
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    AOE cap removal has potential to be big (though I don't think it'll be the panacea many hope).
    Kildayen wrote: »
    8lra3o2r34lu.jpg

    43hgrb57d1a9.png
    Battlegrounds
    • Increased the Alliance Point rewards for your team’s placement in Battlegrounds. This equates to the following:
      • 100% increase in AP if your team comes in first place, or a new total of 12,000 AP
      • 175% increase in AP if your team comes in second place, or a new total of 11,000 AP
      • 400% increase in AP if your team comes in third place, or a new total of 10,000 AP


    Because everyone deserves a trophy... *rolleyes*

    If it makes it so you don't get 75% of the exact same players every time you queue for a BG in a given evening, I'm all for it.
    Thrice Empress, Forever Scrub
  • vepha
    vepha
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    Vanthras79 wrote: »
    So Gina who do we get to thank for the removal of AOE caps?! :smiley:

    Good news for pve, very bad news for PvP I say..
  • moonio
    moonio
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    This is the best thing that has happened in 12 months
    "Fixed an issue where the Wild Hunt Transform memento was only lasting 15 seconds. It now lasts 3 glorious minutes."

    But then you went and did this
    "Fixed an issue that allowed Mementos to be used while mounted, which caused a number of visual issues."

    Why.... just why??? The Wild Hunt Transform memento whilst mounted on the great dark stag is probably the coolest thing that has ever happened in ESO..

    Shocking..
  • moonio
    moonio
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    Fixed several issues that could occur when attempting to purchase a home while your character was jumping.

    ehhh?? like what, and how?
  • Nemeliom
    Nemeliom
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    jasann wrote: »
    76crbi5lftxl.jpg
    Nightblade
    • Assassination
      • Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
        Developer Comments – Gap Closer Abilities:
        We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.

    Templar
    • Aedric Spear
      • Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
      • Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike’s bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
        • Note: This will result in increased damage on targets with Minor Vulnerability.

    Weapon
    • Two Handed
      • Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
      • Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
      • Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
    • One Hand and Shield
      • Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

    World
    • Werewolf
      • Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

    I like how all gap closer skills are nerfed yet Dragon leap is untouched?

    Are you serious? Are you comparing an Ultimate with a spamable skill? o.0
    Baradur Morker - Level 50 Bosmer Nightblade
    Le-Duck - Level 50 Dark Elf Dragonknight
    Boom-Stormer - Level 50 High Elf Sorcerer
    Nemeliom the Great - Level 50 Redguard Warden
    Crazy Little Maggie - Level 50 High Elf Templar
  • CDC_Echo
    CDC_Echo
    Soul Shriven
    Why is NOBODY HYPED AF FOR THE AOE CAPS BEING REMOVED
  • moonio
    moonio
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    Dragon leap needs to be buffed tbh, we all remember those amazing days in Cyrodill when DKs could leap around like a true dragon.. nobody even cared that they could leap into keeps etc as it just looked so impressive...
  • coop500
    coop500
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    CDC_Echo wrote: »
    Why is NOBODY HYPED AF FOR THE AOE CAPS BEING REMOVED

    Because it can be very good or very bad.
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • Xvorg
    Xvorg
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    Sandman929 wrote: »
    KramUzibra wrote: »
    that set that increases sheilds by 40% needs to be removed. sorcs will be unkillable

    Shield duration and Major/Minor buff duration

    It's just 2 secs of shields, nothing to worry about

    SB becomes an option
    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
  • Rmmichael95
    Rmmichael95
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    Decreased WW damage? Nice, finally stop the WW meta. When will zos actually care about WW and not just ignore or nerf it?
    Masters of the Imperial Harem

    CP 660+

    50 Magicka Dunmer Dragon Knight
    50 Magicka Altmer Sorceror
    50 Magicka Breton Templar
    50 Magicka Altmer Templar
    50 Stamina Orc Dragon Knight
    50 Stamina Khajiit Night Blade
    50 Stamina Redguard Sorceror
    50 Argonian Sap Tank - retired
    50 Templar Hybrid Redguard Werewolf
    50 Magicka Altmer Proxy Night Blade
    50 Argonian Balzing Shield
    50 Stamina Bosmer Bow
    50 Warden Argonian Tank Heals
    50 Warden Hybrid Orc Werewolf
  • seventhirtyseven_
    seventhirtyseven_
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    Removed AoE caps. Thank you!
    The rewards for leveling up are nice, it makes grinding new chars not as painful.
  • Joy_Division
    Joy_Division
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    CDC_Echo wrote: »
    Why is NOBODY HYPED AF FOR THE AOE CAPS BEING REMOVED

    Some of us are.

    It's just that Earth Gore is still going to autoheal those groups just by them taking damage.
  • Xvorg
    Xvorg
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    coop500 wrote: »
    Qbiken wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    jasann wrote: »
    76crbi5lftxl.jpg
    Nightblade
    • Assassination
      • Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
        Developer Comments – Gap Closer Abilities:
        We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.

    Templar
    • Aedric Spear
      • Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
      • Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike’s bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
        • Note: This will result in increased damage on targets with Minor Vulnerability.

    Weapon
    • Two Handed
      • Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
      • Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
      • Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
    • One Hand and Shield
      • Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

    World
    • Werewolf
      • Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

    I like how all gap closer skills are nerfed yet Dragon leap is untouched?

    Leap is an ultimate. They nerfed gap closers because people were spamming them in PvP. No one is spamming Dragon Leap.

    No one is spamming WW in general either, that's a ult skill and was nerfed. Logic?

    You can remain in WW for quite a long time, during which you can spam the gap closer. The logic, as you ask, is that ZOS wanted gap closers to be utility skills rather than damage skills. Leap isn't a gap closer--it's a damage ult.

    Again, who is spamming WW? I haven't seen a single complaint about werewolves chasing people with their gap closer.

    All people have to do is switch to poison if they don't have it on already and CC because all of our abilities have a high stamina cost and we'd have to break free from CC to get back into the fray, taking more precious resources from our stamina pool.

    I'm just explaining what I understood the rationale behind the damage reduction in gap closers to be. You are free to disagree with ZOS's decision to do so, but don't conflate the issues by trying to compare standard skill gap closers to an ultimate ability that happens to have a gap closer attached to it.

    I understand ZOS logic as well, pounce is a gapcloser (nerf all or nerf none principle), but punishing WW who´s already in a mediocre spot isn´t doing it any good. Their skills already cost way to much to even be considered as spammable (don´t think any skill WW has cost below 4k stamina or magicka).

    And ZOS isn´t consistent with their changes either. Cap-closers such as empowering chains and silver leash was both left untouched, or at least I didn´t see anything in the PTS-notes. Silver leash is arguable about being a gap-closer or not (due to no other skill in the game works the same way where you have to activate it twice to get pulled to an enemy) but empowering chains is definitely a gap-closer.

    Hopefully ZOS has some more changes the coming PTS patches regarding WW that will make up for the change, but so far I consider the damage nerf un-needed due to the current state of WW´s.

    That's what gripes me the most about it, they did not nerf all gap closers across the board, they cherry picked.

    That and the fact we have skills not working properly that are going unfixed.They thought about WWs just long enough to nerf them, then moved on

    Chains max dmg I've seen is 4k... that's an average crit rush

    considering it is a very clumsy skill, I see no reason to decrease it's dmg... in fact, I do believe it's been used as the model to follow.
    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
  • coop500
    coop500
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    ✭✭✭
    Xvorg wrote: »
    coop500 wrote: »
    Qbiken wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    coop500 wrote: »
    Kilandros wrote: »
    jasann wrote: »
    76crbi5lftxl.jpg
    Nightblade
    • Assassination
      • Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
        Developer Comments – Gap Closer Abilities:
        We’ve decreased the damage values on numerous gap closer abilities – not just Teleport Strike, but other charge abilities such as Critical Charge or Focused Charge as well. Gap closers in ESO have no cooldown and can hit for extreme amounts of damage, so there is very little opportunity cost in forcing your enemies to use them. Decreasing their damage ensures that ranged players utilizing movement and terrain to maintain their distance are better rewarded for that advantage.

    Templar
    • Aedric Spear
      • Focused Charge: Decreased the damage dealt by this ability and its morphs by approximately 18%.
      • Puncturing Strikes: Refactored the damage done by this ability and its morphs so it works more intuitively with damage taken bonuses on the enemy. Previously, Puncturing Strike’s bonus damage to the closest enemy would be additive with damage taken bonuses, such as Minor Vulnerability.
        • Note: This will result in increased damage on targets with Minor Vulnerability.

    Weapon
    • Two Handed
      • Critical Charge: Decreased the damage dealt by this ability and its morphs by approximately 11%.
      • Critical Rush (Critical Charge morph): Decreased the damage bonus based on distance traveled granted by this morph to 40% from 68%.
      • Stampede (Critical Charge morph): Decreased the duration of the snare applied by this morph to 4 seconds from 8 seconds.
    • One Hand and Shield
      • Shield Charge: Decreased the damage dealt by this ability and its morphs by approximately 20%.

    World
    • Werewolf
      • Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.

    I like how all gap closer skills are nerfed yet Dragon leap is untouched?

    Leap is an ultimate. They nerfed gap closers because people were spamming them in PvP. No one is spamming Dragon Leap.

    No one is spamming WW in general either, that's a ult skill and was nerfed. Logic?

    You can remain in WW for quite a long time, during which you can spam the gap closer. The logic, as you ask, is that ZOS wanted gap closers to be utility skills rather than damage skills. Leap isn't a gap closer--it's a damage ult.

    Again, who is spamming WW? I haven't seen a single complaint about werewolves chasing people with their gap closer.

    All people have to do is switch to poison if they don't have it on already and CC because all of our abilities have a high stamina cost and we'd have to break free from CC to get back into the fray, taking more precious resources from our stamina pool.

    I'm just explaining what I understood the rationale behind the damage reduction in gap closers to be. You are free to disagree with ZOS's decision to do so, but don't conflate the issues by trying to compare standard skill gap closers to an ultimate ability that happens to have a gap closer attached to it.

    I understand ZOS logic as well, pounce is a gapcloser (nerf all or nerf none principle), but punishing WW who´s already in a mediocre spot isn´t doing it any good. Their skills already cost way to much to even be considered as spammable (don´t think any skill WW has cost below 4k stamina or magicka).

    And ZOS isn´t consistent with their changes either. Cap-closers such as empowering chains and silver leash was both left untouched, or at least I didn´t see anything in the PTS-notes. Silver leash is arguable about being a gap-closer or not (due to no other skill in the game works the same way where you have to activate it twice to get pulled to an enemy) but empowering chains is definitely a gap-closer.

    Hopefully ZOS has some more changes the coming PTS patches regarding WW that will make up for the change, but so far I consider the damage nerf un-needed due to the current state of WW´s.

    That's what gripes me the most about it, they did not nerf all gap closers across the board, they cherry picked.

    That and the fact we have skills not working properly that are going unfixed.They thought about WWs just long enough to nerf them, then moved on

    Chains max dmg I've seen is 4k... that's an average crit rush

    considering it is a very clumsy skill, I see no reason to decrease it's dmg... in fact, I do believe it's been used as the model to follow.

    I'm gonna assume you're talking to the person I quoted and not me right?
    Wishing for Lilmothiit race still! Or maybe Lilmothiit companion?
  • vepha
    vepha
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    moonio wrote: »
    Fixed several issues that could occur when attempting to purchase a home while your character was jumping.

    ehhh?? like what, and how?

    Was wondering the same, like why th someone should jump?!?!? In real yeah but in game :p
  • Durham
    Durham
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    PvP Stam DK still not addressed .. still needs something at the bottom of the barrel atm ...
    Synergies with Stam have been nerfed over the last year ..All that remained is now an empty shell that other classes straight up out perform...
    PVP DEADWAIT
    PVP The Unguildables
  • BenevolentBowd
    BenevolentBowd
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    ✭✭✭✭✭
    Level 40: 6,000 gold, The Soul Shriven motif, and an Outfit Token
    @ZOS_GinaBruno
    Given that this motif improves the chance of earning a master writ, you will no longer be able to obtain addition soul-shriven motifs for other characters in future if they haven't completed Cadwell's Silver before the DLC launches?
    Megaservers: PC NA (sometimes) / EU (sometimes) Xbox NA (mostly)
    Luxury Furniture Gallery [PC/NA]: Moon-Sugar Meadow
    Website:BenevolentBowd.ca, "Shared My Notes With the World to Help Others"
    ESO Calendarmancer - Retired
    #TeamStackableTreasureMaps
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Stamden wrote: »
    @ZOS_GinaBruno


    Are there any DK changes planned or are y'all just planning on releasing Update 17 with none?

    @Stamden
    Did you even read the patchnotes? DKs are getting a pretty heavy buff with the changes to off balance and powerlash. Walk it through the progression. Talons Immobilizes the enemies. Striking an immobilized enemy with flame lash sets them off balance. Off balance procs powerlash which will STUN enemy players. So Talons, Whip, Whip is going to be VERY Strong.

    If you just read the tooltips, you might think this is already the case, but I am pretty sure that on live Powerlash only stuns Monsters and NPCs, not enemy players.

    This is going to be a big buff in PVP for mDKs. It also welcomes mDKs back to raids in PVE, as you dont have to worry about them stealing off balance any longer. You still have the issue of them getting out DPS'ed by stamina in melee, but it's a step in the right direction. As magic is generally more survivable, its arguably a reasonable trade off.

    Stam DKs dont really need any help to begin with. mDKs are actually singled out as really the only class getting a meaningful buff this patch. Calm down.


    Edited by Oreyn_Bearclaw on January 9, 2018 6:10PM
  • ZoM_Head
    ZoM_Head
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    Marcomazzo wrote: »
    Still nothing for dk

    This, mDk has been rubbish in pve since Morrowind DLC. Everyone switched to a stamDk instead.

    mTemplar is not required to DD in end game trails either, taking up melee slots go stamina or do not join, even then only the StamDK is worth going melee with a horrible heavy attack rotation.

    We have been saying this for nearly 2 years now and all you guys do is hit the resource management and give flame lash a 5% buff. For a "dot" build the mDk is not even worth taking, tank run chains and engulfing flames which is only needed when you have 2 mNBs with you, mSorcs w/lightning staves double slotted give more single target dps than a fire stave (you designed the fire stave to give more single target dps yet mSorcs do not run it). Which is fine IF the rest of the classes were balanced, clearly it is not.
    mDKs still need a lot of love!
  • Durham
    Durham
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    We are talking about PVP side of the stam DK not pve...
    PVP DEADWAIT
    PVP The Unguildables
  • Stamden
    Stamden
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    @Oreyn_Bearclaw

    Yeah that would all be great. However, look at what they did to off-balance cooldowns.
    Boss enemies can only be set Off Balance once every 15 to 20 seconds. After the first Off Balance debuff ends on a boss enemy, they will be immune to subsequent Off Balance debuffs until this immunity duration is over.

    mDKs were already super reliant on off-balance to sustain.This basically kills mDKs in PvE.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • cjddrumnub19_ESO
    cjddrumnub19_ESO
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    I want to start this message saying I love these changes, and my enter guild, Valenmir, loves them (We are a big theory-crafting guild). Below are our thoughts on the major changes to balance:

    AOE CAPS:
    We are REALLY happy about the AOE caps, thank you guys SO MUCH for removing the damage portion. This will help the state of PvP a lot. Being able to punish people for piling up in a zerg ball is essential for the health of the game. And with the AOE damage cap lifted, small groups will again be able to stand a fighting chance against the large ball groups if they out-play them and are really coordinated. Also as a side note this also is a huge breathe of fresh air for solo/duo players as they actually have a chance at out-playing people with their burst AOE.

    DK Changes:
    We love the change to DK whip, it feels much more reliable as a heal and a DPS ability and fixes some of the resource problems DK used to have. It now forces people to actually try and counter-play the DK combos instead of just standing there in the talons or not breaking CC. DK has always been about micro-managing your resources and it is still about that; but some of the pain it felt, which was much more then the other classes, is alleviated. I think this is basically the final step to making DK viable in open-world PvP and we thank you very much for taking it. As for the PvE aspect, this definitely helps. We have not yet ran all of the BiS parses for it on PTS but we are confident it will be very viable.

    Synergies:
    ...Thank you...Thank you sooo much. Synergies feel so much better and more impact-full then ever before. The days of have to tell your group "SPAM X" just to use one synergy is gone. This is a very good re-work/update to the system.

    Channeled Abilities:
    I am very happy with this new system for interrupting channeling. It enables for a lot more counter-play and tactical awareness when using or fighting channeled abilities.

    Blocking:
    As for the change to cost of block we have some mixed feelings. But overall think it is a good change as it helps control the extremes and enables people to more easily be in a middle ground.

    Sets:
    The new magicka proc set "Caluurion’s Legacy" Is a bit to powerful damage wise as a burst.
    And the new monster set "Zaan" Is WAY to strong. It has 0 counter-play and does way too much damage. This one will definitely need an adjustment. Other then those the other new sets seem to fit good balance wise and are very interesting.

    Recap:
    Overall this is going to be one of our favorite patches and word of it is even bringing back lots of players in the guild who have been taking breaks. Thank you very much for going this way with the balance it will make things a lot more interesting and enjoyable going foreword.
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