Peekachu99 wrote: »DerNachtfalter wrote: »No new motifs for crafting?
I think they add them to DLC dungeons the patch after the dungeons drop. Wasn’t it like that for Horns of the Reach?
DerNachtfalter wrote: »Peekachu99 wrote: »DerNachtfalter wrote: »No new motifs for crafting?
I think they add them to DLC dungeons the patch after the dungeons drop. Wasn’t it like that for Horns of the Reach?
Yes, but what might I farm in the mean time?
BigBadVolk wrote: »DerNachtfalter wrote: »Peekachu99 wrote: »DerNachtfalter wrote: »No new motifs for crafting?
I think they add them to DLC dungeons the patch after the dungeons drop. Wasn’t it like that for Horns of the Reach?
Yes, but what might I farm in the mean time?
I think we will get the HoF motif, just later
All four coffers share the same visual appearance, but each has a unique name and can be nicknamed for easy organization. Chests work the same way, with their own shared appearance.
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%.
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
Caluurion’s Legacy (Light)
(2) Spell Critical
(3) Spell Power
(4) Spell Critical
(5) When you deal Critical Damage with a single target Magicka ability, you launch a Fire, Ice, Shock, or Disease ball at your target that deals 12,900 damage and applies a status effect. This effect can occur once every 10 seconds.
grannas211 wrote: »Savos_Saren wrote: »Is it just me... or does Zaan not make sense? You’ll most likely be doing light/heavy attacks on a magicka based build with a destro/resto staff (which is ranged) but the beam is melee range? So we’re using a staff within melee range?
Yeah, you could light/heavy attack with a sword- but most of your crit will be in spells not weapons. That makes the monster set less effective.
Mag DK is what screams to me for this set
Nothing about changes for Miat's PvP Addon @ZOS_GinaBruno ?
Addons
Addons will now only know about attacks that target you after they hit you in PvP areas.
Developer Comments:
Spoilerhide
Addons will no longer receive BEGIN combat events in PvP areas if they target the player, and come from a hostile source.
Nothing about changes for Miat's PvP Addon @ZOS_GinaBruno ?
ParaNostram wrote: »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
If you wear a specific set.
arkansas_ESO wrote: »"Rewards for the Worthy mails now only grant a guaranteed Transmutation Geode once per day per account."
This is a dumb change. If I can do Undaunted dailies on each of my characters for multiple geodes, why can't I at least PVP on multiple characters for multiple geodes? You're setting it up to where people will only go to PVP for the 30 minutes it takes them to get the 20k AP for Rewards for the Worthy and then stop for the day. Why not add geodes as rewards to the Battleground dailies, or to the Kill 20/Capture/Scout dailies?
Dagoth_Rac wrote: »Caluurion’s Legacy (Light)
(2) Spell Critical
(3) Spell Power
(4) Spell Critical
(5) When you deal Critical Damage with a single target Magicka ability, you launch a Fire, Ice, Shock, or Disease ball at your target that deals 12,900 damage and applies a status effect. This effect can occur once every 10 seconds.
Why is a Disease ball a possibility? Disease is a damage type associated with stamina/medium armor builds, not magicka/light armor builds. And with all the emphasis on crit in this set, it definitely feels like a PvE set, where the Defile status effect of disease is largely useless.
rosendoichinoveb17_ESO wrote: »"Boss enemies can only be set Off Balance once every 15 to 20 seconds"
Isn't this a bit too much. This is like a 25% uptime now which in term is equal to 7.5% damage loss for each person in the group. This is a huge nerf for most DDs.
Savos_Saren wrote: »Is it just me... or does Zaan not make sense? You’ll most likely be doing light/heavy attacks on a magicka based build with a destro/resto staff (which is ranged) but the beam is melee range? So we’re using a staff within melee range?
Yeah, you could light/heavy attack with a sword- but most of your crit will be in spells not weapons. That makes the monster set less effective.
Some cool things there, lots of utterly irrelevant stuff, plenty of dubious ideas, and some down right awful choices, and pretty much nothing as far as things that really needed fixing.
Maybe I will submit more detailed feedback tomorrow or not (since I really don't believe giving any will make a licking difference), but the one thing I do want to call you out on is this:All four coffers share the same visual appearance, but each has a unique name and can be nicknamed for easy organization. Chests work the same way, with their own shared appearance.
Talk about some ridiculously lazy design right there. So the 8 new special furnishings we can shove random crap into, are actually 2 new special furnishings we can cram crap into, but we can buy each four times and give them different names? That is some awfully lazy design. I mean, it's not as if you are lacking 3d models for chests, cupboards, wardrobes, or a gazillion other things you can cram random crap into.
Would it really have killed you to pick 8 different assets available in the game, run their textures through a hue/saturation filter and given us actual options to choose from?
To botch something this simple to get right, is an astounding feat in itself. I mean... Whatever. So much whatever at this point.
Hamiltonmath wrote: »Also, trials groups will now have to communicate when a boss is off balance. Heavy attacks will double the stam and mag regen. Makes me wonder if it will be worth having a charged lightning staff on the backbar for a healer if the off balance is only once every 30 seconds. Or if having champion points into the passive that does extra damage against off balance is even worth it. Thoughts?