PTS Patch Notes v3.3.0

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Stamden wrote: »
    @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.

    @Stamden

    We are going to need to see how this plays out. I agree at first glance it looks like a DPS nerf. But I potentially see this as being something that really alters they way we DPS, "maybe" for the better. It might allow characters to essentially use a more traditional rotation that is actually more DPS then the current Heavy Attack meta, which could make up for the DPS loss.

    In other words, you do a pre-morrowind rotation (NO hA's) for about 80 % of the fight, and you have someone like a tank make calls for "off-Balance" so everyone can quickly top off their resources with the resource buff to HA's they also added. The question remains will this be enough of a sustain Increase to justify the change.
  • Knootewoot
    Knootewoot
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    mb10 wrote: »
    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!!

    I wish we could come up with another skill for Agony too.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Destruent
    Destruent
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    Stamden wrote: »
    @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.

    @Stamden

    We are going to need to see how this plays out. I agree at first glance it looks like a DPS nerf. But I potentially see this as being something that really alters they way we DPS, "maybe" for the better. It might allow characters to essentially use a more traditional rotation that is actually more DPS then the current Heavy Attack meta, which could make up for the DPS loss.

    In other words, you do a pre-morrowind rotation (NO hA's) for about 80 % of the fight, and you have someone like a tank make calls for "off-Balance" so everyone can quickly top off their resources with the resource buff to HA's they also added. The question remains will this be enough of a sustain Increase to justify the change.

    Will be more like: Tank calls for Offbalacne and everyone does DPS like crazy with ult and warhorn to make the most out of the DPS-Buff during those 5 seconds.
    Noobplar
  • Stamden
    Stamden
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    Stamden wrote: »
    @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.

    @Stamden

    We are going to need to see how this plays out. I agree at first glance it looks like a DPS nerf. But I potentially see this as being something that really alters they way we DPS, "maybe" for the better. It might allow characters to essentially use a more traditional rotation that is actually more DPS then the current Heavy Attack meta, which could make up for the DPS loss.

    In other words, you do a pre-morrowind rotation (NO hA's) for about 80 % of the fight, and you have someone like a tank make calls for "off-Balance" so everyone can quickly top off their resources with the resource buff to HA's they also added. The question remains will this be enough of a sustain Increase to justify the change.

    If it was just a DPS nerf directly that would be one thing, however that is more of an indirect effect of what is really the problem: sustain

    I mean to even try to make the current mDK be functinal, you are going to have to run 3x reduce cost glyphs, magicka regen sets, etc, and that is what is going to gut mDK dps even worse.

    Maybe this change would be better in the long run, but they certainly need to do something about mDK sustain if they plan to keep it like this. Wether is be reducing skill costs, adding regen passives, or reworking some of the useless skills mDKs have (ie. wings) to make them sustain oriented.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • LordSlif
    LordSlif
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    nerf block casting!
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Destruent wrote: »
    Stamden wrote: »
    @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.

    @Stamden

    We are going to need to see how this plays out. I agree at first glance it looks like a DPS nerf. But I potentially see this as being something that really alters they way we DPS, "maybe" for the better. It might allow characters to essentially use a more traditional rotation that is actually more DPS then the current Heavy Attack meta, which could make up for the DPS loss.

    In other words, you do a pre-morrowind rotation (NO hA's) for about 80 % of the fight, and you have someone like a tank make calls for "off-Balance" so everyone can quickly top off their resources with the resource buff to HA's they also added. The question remains will this be enough of a sustain Increase to justify the change.

    Will be more like: Tank calls for Offbalacne and everyone does DPS like crazy with ult and warhorn to make the most out of the DPS-Buff during those 5 seconds.

    That is certainly the other way it could swing, and may depend on the fight to some degree. I believe this is an attempt to help raid sustain, but again, until we play with it for a while, its hard to know how it will play out.

    Stamden wrote: »
    Stamden wrote: »
    @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.

    @Stamden

    We are going to need to see how this plays out. I agree at first glance it looks like a DPS nerf. But I potentially see this as being something that really alters they way we DPS, "maybe" for the better. It might allow characters to essentially use a more traditional rotation that is actually more DPS then the current Heavy Attack meta, which could make up for the DPS loss.

    In other words, you do a pre-morrowind rotation (NO hA's) for about 80 % of the fight, and you have someone like a tank make calls for "off-Balance" so everyone can quickly top off their resources with the resource buff to HA's they also added. The question remains will this be enough of a sustain Increase to justify the change.

    If it was just a DPS nerf directly that would be one thing, however that is more of an indirect effect of what is really the problem: sustain

    I mean to even try to make the current mDK be functinal, you are going to have to run 3x reduce cost glyphs, magicka regen sets, etc, and that is what is going to gut mDK dps even worse.

    Maybe this change would be better in the long run, but they certainly need to do something about mDK sustain if they plan to keep it like this. Wether is be reducing skill costs, adding regen passives, or reworking some of the useless skills mDKs have (ie. wings) to make them sustain oriented.

    Dont get me wrong, I agree that mDKs have their issues as PVE DPS. They are currently non-viable as a DPS in any raid worth a darn (so are magplar, and mag warden). I think the factor is actually two-fold. Their sustain is garbage (really an issue with every magic class except NB and maybe warden), and their melee damage just isnt up to scratch with stamina. I believe this is an attempt to do something about sustain. Fixing the former would certainly help the later.
  • Grimlok_S
    Grimlok_S
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    Ley wrote: »
    dotme wrote: »
    Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
    This is insane

    I'm already seeing huge 40+ man guilds roll into keeps with 20+ players all casting permafrost and eye of the storm. This change empowers zergs, not tactical groups, making it even easier for huge groups to roll an entire keep. In CP PvP, players shrug off cold fire siege like it's nothing.

    Granted, I main a stamblade which has zero AOE capabilities (and no "negate" power either) but this change basically means my character won't be able to participate in flipping flags or defending inner keeps any more. Guess I'll be the dude stealthed outside the keep wall somewhere, accused of "leeching" points.

    The way I see it, every buff intended to help small groups is also given freely to massive groups, and the balance is no better than it was before. In some cases, IMHO, the balance is worse because 20+ players running bomb builds can roll over anything and everything in their path. I just don't understand this change unless it's to get all players to run magic bomb builds.

    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.

    Are the AOE caps on heals not removed as well, then? Or will aoe heals keep their cap?
    Light Attack Hero

    Class context
    Stamplar
    StamDK
    Stamsorc
    MagDK
    StamMAGStamden
    Magplar
    Stam NB
    Bomb NB
  • Nighn_9
    Nighn_9
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    We should be able to hide any armor piece. Why can we ONLY hide helmets? I was really hoping I could hide shoulders too
    NA / PC
    November Beta 2013
    WEBSITE LINK MY TWITCH
    WEBSITE LINK MY YOUTUBE
  • Autumnhart
    Autumnhart
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    So when I interrupt a sorc's dark deal he's staggered and stunned and set off-balance, and can't cast dd again for 3 seconds. When he breaks from that, he has immunity from all cc for six seconds, including any interrupts.

    This is not a good idea.
    Shadow hide you.
  • S1ipperyJim
    S1ipperyJim
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    Can someone explain such advises from Skills Adviser that's suppose help newcomers not confuse them with such chose as
    https://ibb.co/bUwpmm
    https://ibb.co/cOF4K6
    Because other players will say to newcomer about wrong chose if see that's he uses Crystal Blast instead of Crystal Fragments

    Wow this is the opposite of good advice. If this is the kind of skills advised I would say this system should be removed altogether. It's also not helpful since it doesn't provide any reason why a skill is ill-advised which teaches new players nothing. It's more important players know why and in which situations a skill is preferable rather than 'because skill adviser told me not to choose the other one'
  • N00BxV1
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    Jayne_Doe wrote: »
    Yeah...I know they said that, but I hope they reconsider. Players who've maxed out all character slots with all level 50 characters will miss out on some nice bonuses unless they fork over real money (1500 crowns for an additional slot):

    -3 crates, which admittedly could all contain crap
    -a mount, which if they haven't purchased it yet for gold, they won't be able to once the update goes live
    -a storage coffer, which sounds like this can still be purchased from a couple of in-game sources
    -a costume of choice - hopefully NOT one that's not currently available in the CS (which would then cost 1500 crowns for veteran players) - but if it's just one of the basic 500 crown costumes, that's still a free 500 crowns to new players
    -an outfit token, which I assume is an outfit change token, otherwise if it's a token to unlock an additional outfit slot, that's another real money cost for veteran players that is free for new players

    Also, not thrilled about the Soul Shriven motif change. While I like that it's available earlier than Cadwell's silver (or is it gold?), I don't like that in order to get it on my new level 50 character, I will have to finish their main alliance quest line, the main quest line/Coldharbour, plus silver (and potentially gold) in the next month in order to obtain it. Yes, I know that it doesn't matter with the outfit system, but I would like to have the motif on all my characters.

    It would seem that at least the motif could be retroactive - they made it retroactive when first they introduced it, so I don't see why they can't do so again.

    Please ZOS, please consider making the motif retroactive to level 50 characters who haven't yet finished Cadwell's (or have it still be a reward for Cadwell's in addition to level 40.

    Also, please consider making the account-wide rewards retroactive rather than forcing veteran players to purchase an additional character slot.
    From a customer's perspective I'm disappointed to hear that ZOS does not plan to reward max level characters with retroactive level rewards. I very much hope this is something they plan to reconsider before implementing the system. All too often nowadays are long-term loyal customers left out of incentive bonuses for newcomers. How many people can't get a deal on their cable or a cell phone nowadays unless they jump from company to company? Why in the world would ZOS even consider not making these rewards retroactive?
    If it was a few consumables and some gold that would be one thing, but 3 Crown crates, a costume, an expensive storage coffer and the completely random decision to now award the soul Shriven motif to a level 40 player when previously it was a very time consuming achievement? Absolutely I think these are great bonuses to hand out to players as they level, but why would you not give the same rewards to the players who held in there and grinded up without any of these helpful incentives?
    And to those who would argue that a new character slot will be available for purchase I just roll my eyes. A transparent attempt to make more money while penalizing loyal customers. As if they don't have enough income with the deplorable Crown crate system. This business model leaves a lot to be desired and I sincerely hope ZOS gives this a good think through.

    Agreed.

    Some of the level-up rewards should be retroactive instead of devaluing my time spent and/or requiring me to spend money just to get what newcomers can get for free.

    - How are my level 50 characters that haven't done Cadwell's supposed to get the Soul Shriven motif if it's given as a level-up reward? Would they still have to do Cadwell's for it while new characters get it just by leveling-up?

    - Is the free Outfit Token for an Outfit Slot or Outfit Change? If it's for an Outfit Slot are my level 50's expected to pay for that additional slot while new characters get it for free?

    - The free costume and storage container level-up rewards are account-wide - luckily I have a few characters that still need leveling (or can be deleted) or else I'd be required to purchase the new character slot and level just for those account collectibles. This sucks for people already with 14 level 50's though.

    While offering newcomers incentives to play is good, you must also make it fair to existing customers.
    Edited by N00BxV1 on January 9, 2018 11:28PM
  • ZoM_Head
    ZoM_Head
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    Durham wrote: »
    We are talking about PVP side of the stam DK not pve...

    If this was addressed to me, then you can clearly see how i was addressing the state of pve.

    Could not care less about pvp ever since update 6 honestly.
    mDKs still need a lot of love!
  • kyle.wilson
    kyle.wilson
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    Ufretin wrote: »
    [*]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

    No more "I hate pvp but I'm here for vigor" people in Cyrodiil :D

    I'm wondering if this will push AP farmers to Battlegrounds. I can see this being exploited for massive AP/hr.
  • Malamar1229
    Malamar1229
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    Correct me if I am wrong but.. are there any changes to Sorcerer ?
    You are reducing dmg of all gap closers..
    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.
    Even poor WW got nerfed:
    Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.
    You know... Sorcerer has gap closer too.. so why there is no mention of this in patch notes ?

    Sorcerers don't have a gap closer, we have a gap opener.

    If you can even call it that now. What ZOS did to sorcs was give them a pair of running shoes with the laces tied together.
  • SugaComa
    SugaComa
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    Vaoh wrote: »
    Waiting for someone to notice the first line in the Combat section...

    No way you just removed AoE Caps :o yessssss

    Think it's more the return of non cp battlegrounds ...
  • SugaComa
    SugaComa
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    Sarousse wrote: »
    Nothing about changes for Miat's PvP Addon @ZOS_GinaBruno ?

    Yes there is ... Now it no longer notifies you before the attack instead it tells you what hit you after you were attacked
  • Six0
    Six0
    instead of just standing there in the talons or not breaking CC.
    not breaking the cc is the counter-play why should I do exactly what you want me to do which is to waste my stam dodge rolling for a pitiful 2 second immunity window so I then get hard cc'ed, can't break it or spam my magicka away by cleansing talons only to be insta-taloned again because no immunity.
  • Lucky28
    Lucky28
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    @ZOS_GinaBruno

    rather than reducing block cost across the board. maybe it would be a good idea to just add 5-10% block cost reduction to medium and light armor passives. sounds like the builds that change is directed at are light/medium builds not heavy armor.
    Invictus
  • Seleval
    Seleval
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    I'm still not sure if having raised the synergy-cooldown from 20 to 30 seconds is a good idea.
    Maybe one could go back to 20s or make shards and orbs not share the same cooldown again.

    The other changes (except the tank changes) do sound nice tho
    PC/EU
  • Kay1
    Kay1
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    Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%

    SHIELDS GOT BUFFED, HELL YEAH

    REALLY NICE FOR A MAGSORC
    Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%

    SHIELDS GOT BUFFED, HELL YEAH

    REALLY NICE FOR A MAGSORC

    Yeah, 1 year after every single sorc user learned to reactivate shields, this set will only be used by new players and I still see it as an useless set
    K1 The Big Monkey
  • Azurya
    Azurya
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    "Nightblade

    Assassination
    Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
    Developer Comments – Gap Closer Abilities:
    Spoiler

    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%.

    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%."

    It would be just fair to decrease the cost at the same marge.
    And to be honest, so much dmg they don´t cause in comparision to their usefullness. The dmg get added by using other skilla/abilities, sets aso.
    Cheap in use they are certainly not, 3442 Stamina or 4050Magicka is not what I recall as an sell-out!(teleportstrike and morphs)
    And it is not clear to see, why using these abilities are looked at as being offering more advantages as for example fragments etc.
    As melee-player in dungeons and trials you need these gapclosers often to get fast to the boss, mobs or whatever to get dmg on them.
    Ranged players can stay at range and put dmg on those opponents, we must close the gap first and after that we can start to put on dmg.
    I read this and think: ah once again melee players get punished for being melee. You at ZOS think it is an advantage to be melee?? Well you are killing us, patch after patch. Why should it be an advantage to get to an enemy fast.
    So it is just predictable that melee-dmg is less wanted once more, in trials(no need there), pledges(oh you are stamblade, stay home) or wherever.

    Think it over what you are doing, just to pls some players in PvP, by killing whole playstyles? Is it really true that you want just one meta for everyone and you support this by devastating whole grps of other players???
    @ZOS_GinaBruno
    Edited by Azurya on January 10, 2018 3:49PM
  • Durham
    Durham
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    Azurya wrote: »
    "Nightblade

    Assassination
    Teleport Strike: Decreased the damage dealt by this ability and its morphs by approximately 13%.
    Developer Comments – Gap Closer Abilities:
    Spoiler

    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%.

    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%."

    It would be just fair to decrease the cost at the same marge.
    And to be honest, so much dmg they don´t cause in comparision to their usefullness. The dmg get added by using other skilla/abilities, sets aso.
    Cheap in use they are certainly not, 3442 Stamina or 4050Magicka is not what I recall as an sell-out!(teleportstrike and morphs)
    And it is not clear to see, why using these abilities are looked at as being offering more advantages as for example fragments etc.
    As melee-player in dungeons and trials you need these gapclosers often to get fast to the boss, mobs or whatever to get dmg on them.
    Ranged players can stay at range and put dmg on those opponents, we must close the gap first and after that we can start to put on dmg.
    I read this and think: ah once again melee players get punished for being melee. You at ZOS think it is an advantage to be melee?? Well you are killing us, patch after patch. Why should it be an advantage to get to an enemy fast.
    So it is just predictable that melee-dmg is less wanted8once more) in trials(no need there), pledges(oh you are stamblade, stay home) or wherever.

    Think it over what you are doing, just to pls some players in PvP, by killing whole playstyles? Is it really true that you want just one meta for everyone and you support this by devastating whole grps of other players???
    @ZOS_GinaBruno

    I completely agree this was not an issue there was no need for this change.. In PVP this was not a big deal... In many build gap closers have been removed for another useful ability...
    Every patch the character I play get hits hard with nerfs lol... Stam DK in PVP is being reduced to nothing ..
    Edited by Durham on January 10, 2018 3:46PM
    PVP DEADWAIT
    PVP The Unguildables
  • Anethum
    Anethum
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    MORROWIND

    Battlegrounds
    Two new maps have been added for Battlegrounds.
    • Mor Khazgur: The mountaintop stronghold of Mor Khazgur has been a center of Orcish culture since the Merethic Era. Like Orsinium, it has been destroyed and rebuilt repeatedly, a cycle that will doubtless continue into the future.
    • Deeping Drome: Scholars who study the long-lost Dwarven race love to speculate on the original purposes of abandoned Dwemer sites. None of them have any credible ideas as to the function of the mysterious Deeping Drome.

    where is separation of premade groups and randoms, or at least full random forming them?
    GIVE US THIS OPTION.
    Cyropiiil is laggy to play pvp, battlegrounds could be the nice playground, but they ruined with disbalance between randomly and premade grouped teams, no matter with cp, or without.
    Warden, Balance Changes
    • Green Balance
      • Healing Seed: Reduced the cost of this ability and its morphs by approximately 28%.

    Warden, Bug Fixes
    • Animal Companions
      • Swarm: Fixed an issue where this ability and its morphs were not being considered damage over time effects for various passive bonuses or procs.

    Where are stamina dk buffs?
    GIve them or own snare removal, or burst heal, or resourses,some counterplay options vs cost poisons, vs defile builds, something at least to be competitive?
    Last ones were viable and ~effective in this patch in tank turtle-moving builds. And most effective ones can die from avarage warden or templar or sorc etc... Ask @LegendaryRage (Krazzt Blackheart), @Bislobo, @DDuke (that guys are pretty nice at stam dk). Ask them about thair experience. Yep, Kodi, @King_Krotha also
    Others are meat to eat.
    Are u reading forum at all?
    are u playing eso? Anyone in company to be able to test and analyze whats wrong?
    Are u want class balance in general?
    Seeds for wardens, ok, perfect, more aoe major defile in pvp, "buff wardens more" everyone ask for that.
    and "nerf stam dk more".
    I'm dissapointed of your priorities.
    @Anethum from .ua
  • Warraxx
    Warraxx
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    Nighn_9 wrote: »
    We should be able to hide any armor piece. Why can we ONLY hide helmets? I was really hoping I could hide shoulders too

    i want hide pants option
  • Ydrisselle
    Ydrisselle
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    It seems the Soul Shriven motif won't move to the levelling rewards:
    The Soul-Shriven Motif listed as a reward for reaching Level 40 was an error, and will not be one of the rewards you obtain through the Level Up Advisor. Instead, the correct reward is the Prisoner's Rags. Apologies for the confusion! We'll make sure this is noted properly when the Live patch notes are published.
  • LittlePumpkin030
    LittlePumpkin030
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    Developer Comments - Block Cost Changes:
    Spoilerhide
    The changes to Block’s costs are meant to reduce the extreme differences between builds that specialize in blocking and ones that do not. We’ve lowered the base cost of Block to ensure that all builds can have an easier time blocking attacks without being completely drained of Stamina. We’ve also changed Block cost jewelry enchantments to work similarly to Magicka or Stamina cost reduction jewelry enchantments. Builds utilizing those enchantments (and other reductions to Block cost) were too effective at keeping block up. Finally, we’ve buffed Ancient Knowledge so that it is comparable to the Fortress passive, which brings the gap between traditional Sword and Shield tanking and Frost Staff tanking closer.

    This is only useful in PVP. PVE-Player are screwed again, just because everyone in PVP is crying. Same with synergies.
    Just simply add different rules to PVP areas... It cannot be that hard
    This one has wares if you have coins, yes!

    ESO-Streamerin https://www.twitch.tv/littlepumpkin030
  • LittlePumpkin030
    LittlePumpkin030
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    Ufretin wrote: »
    [*]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

    No more "I hate pvp but I'm here for vigor" people in Cyrodiil :D

    It says Battlegrounds ;) not Cyrodiil
    This one has wares if you have coins, yes!

    ESO-Streamerin https://www.twitch.tv/littlepumpkin030
  • LittlePumpkin030
    LittlePumpkin030
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    majulook wrote: »
    Will existing level 50 characters get the rewards for each previous level Such as the Housing Storage at level 18 ?

    This, especially since all 14 slots are L50

    I would like to know that too
    This one has wares if you have coins, yes!

    ESO-Streamerin https://www.twitch.tv/littlepumpkin030
  • Ydrisselle
    Ydrisselle
    ✭✭✭✭✭
    majulook wrote: »
    Will existing level 50 characters get the rewards for each previous level Such as the Housing Storage at level 18 ?

    This, especially since all 14 slots are L50

    I would like to know that too

    It was confirmed that the rewards are not retroactively gained. You have to level a new toon. If you already have 14, you can buy a new, 15th slot.
  • LittlePumpkin030
    LittlePumpkin030
    ✭✭✭
    Ydrisselle wrote: »
    majulook wrote: »
    Will existing level 50 characters get the rewards for each previous level Such as the Housing Storage at level 18 ?

    This, especially since all 14 slots are L50

    I would like to know that too

    It was confirmed that the rewards are not retroactively gained. You have to level a new toon. If you already have 14, you can buy a new, 15th slot.

    I still have a slot empty, but I hoped I do not have to level another toon... -_-
    This one has wares if you have coins, yes!

    ESO-Streamerin https://www.twitch.tv/littlepumpkin030
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