@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.
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!!
Oreyn_Bearclaw 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.
Oreyn_Bearclaw 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.
Oreyn_Bearclaw 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.
Oreyn_Bearclaw 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.
This is insaneArea 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.
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.
Konstant_Tel_Necris wrote: »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
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.
Goddess_Althena wrote: »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.
ZOS_GinaBruno 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
Emma_Overload wrote: »Tommy_The_Gun wrote: »Correct me if I am wrong but.. are there any changes to Sorcerer ?
You are reducing dmg of all gap closers..Even poor WW got nerfed: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.You know... Sorcerer has gap closer too.. so why there is no mention of this in patch notes ?Pounce: Decreased the damage dealt by this ability and its morphs by approximately 16%.
Sorcerers don't have a gap closer, we have a gap opener.
Nothing about changes for Miat's PvP Addon @ZOS_GinaBruno ?
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.cjddrumnub19_ESO wrote: »instead of just standing there in the talons or not breaking CC.
DRAGON_KILLER_HUNTER wrote: »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
DRAGON_KILLER_HUNTER wrote: »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
"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%."
"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
ZOS_GinaBruno wrote: »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.
ZOS_GinaBruno wrote: »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.
ZOS_GinaBruno wrote: »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.
ZOS_GinaBruno wrote: »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.
ZOS_GinaBruno 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
LittlePumpkin030 wrote: »GimpyPorcupine wrote: »
I would like to know that too
Ydrisselle wrote: »LittlePumpkin030 wrote: »GimpyPorcupine wrote: »
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.