Maintenance for the week of November 25:
• PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

PTS Patch Notes v4.1.0

  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    ^Had to be a console player where its harder to operate the right thumb stick and press the buttons with the right hand to where templars are decent because they are the easiest in that regard.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    itzTJ wrote: »
    By the way.... @ZOS_GinaBruno I really think this is a big mistake...

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.

    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.

    *The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.*

    I understand the dev comments, and i also dont... You want to keep the original feel of an area or protection, i get that. But closely matches the fast action combat? Templar does fine in combat. It is one of the strongest pvp classes in the game. Also it survives the times because even if its DPS isnt great, at one point or another it, a templar can always heal...

    This buff is too much, if i understand it correctly. You're going to give templars roughly 7500 resistance when standing in their rune?? I mean thats almost as much as mighty chudan, lord warden, and pirate skeleton get from their one pieces. And almost as much as defending.

    Idk, im not saying it is defiantly going to be a massive issue, I just think templar already has so much defense going for it. Why give it more? I mean a magplar can block-cast honor the dead or BOL and take so little damage and out heal literally any damage in the game.. I just dont think this is the class that needs a resistance buff like that..

    It's equal to 4% damage reduction that is applied when armor is applied, after other forms of mitigation reduce the total damage, so it is worth less than a true 4% with anything else, and is absolutely vulnerable to the hard cap on player resistance of 50% unless debuffed.
    That is less than the spell resistance passive the breton race gets which tops at 6% damage reduction.

    This is far from overpowered and easily ignored. It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier.
    Edited by Mystrius_Archaion on July 16, 2018 12:29PM
  • method__01
    method__01
    ✭✭✭✭✭
    maybe just sell the motif books directly at CS cause only a few ppl can focus only at 1 trial or dungeon for weeks to get them....crafters who mostly interesting at motifs usually spent their time harvesting materials and not 24/7 at dungeons
    another BS idea zos,ty for nothing
    PC EU/NA /// PS4 EU/NA

    Vasanha
    This one hears nothing. Sees nothing. This one only sweeps.
    desperately need a survey assistant
  • TheMystid
    TheMystid
    ✭✭✭
    itzTJ wrote: »
    Crest of Cyrodiil: This item set has been redesigned, and its old effect has been moved to the Ward of Cyrodiil Item Set.
    OLD:
    2: Weapon Damage
    3: Max Health
    4: Healing Taken
    5: When you deal melee damage, you apply Minor Defile to the enemy for 5 seconds, reducing their healing received by 30%. This effect can occur once every 5 seconds.

    NEW:
    2: Stamina Recovery
    3: Max Health
    4: Max Health
    5: After successfully blocking, heal for 8000 Health. This effect can occur every 5 seconds.

    The more i read, the more agitated i am getting... Please please please reconsider this change. Like this is so incredibly unnecessary.


    Just so i am clear.. You are taking a set that i made gold and trait changed in summerset, and moving the 5 piece it to another set??? Therefore making the set garbage and wasting my hard earned transmutation stones and tempering alloys??? WHYYYYYYYYYYYYYYY?

    Im putting in a ticket. There is no reason i shouldn't be able to get my stones and tempers back to go get the other set and gold it out? I just dont understand the sense in this... Like ive played long enough to know that you guys change sets but this is just such useless change. Like you are literally taking my set and transferring it to another set and leaving me with a set that i dont want... Like what? Its not even CLOSE to the original thing that it did.

    At least fassalas and vipers new effects were in the same neighborhood, but this is just 100% different... And oh, hey, your 5 piece bonus is still here its just on another set now... What? And i JUST transmuted and upgraded the set like a week ago after debating for months if i should or not...

    You could have simply changed the 5 piece on cyrodils ward and left crest alone. Do you think i want to exchange my weapon damage for mounted movement speed?

    Look @ZOS_GinaBruno no one runs cyrodils crest as it is. Very few people i should say. VERY few. I am one of them who does. Please do not make this set even more irreverent than it already is. NO ONE wants this mounted movement speed. And i certainly dont want to have to go upgrade and trait change a set FOR THE SAME EFFECT LIKE ITS THE SAME 5 PIECE I ALREADY HAVE.

    I dont think ive ever been so agitated about a change in this game... I really haven't. This is just so not needed. Such a waste of transmutation gems and tempers to make one set another set. Such a waste of time to grind those god damn stones.


    *** And im not sure, but when you say this sets effect is being moved to ward of cyrodil i assume you mean the 5 piece. If you are moving the entire 2,3,4, and 5 piece bonuses from cyrodils crest to ward of cyrodil then it just makes this situation all the more pointless and upsetting.

    Are you new to the game? This *** happens every patch, it is just ZOS at his finest.
    The rework has a reason tho: they moved the defile to a Medium set, and gave the Heavy one a nice tanking synergy. I dont know why it didnt work like that since the beginning.

    On a side note, I think that people that complain about Mounted Speed removal from Crest should ask for a brand new setwith this bonus: the reworked set is very, very good.
    Edited by TheMystid on July 15, 2018 11:21AM
    PC EU

    Nostalgic StamDk
  • ADarklore
    ADarklore
    ✭✭✭✭✭
    ✭✭✭✭✭
    Feanor wrote: »
    ADarklore wrote: »
    can we please get hide shoulders.

    ^THIS! Shoulders are the hardest part of armor to match well with anything.

    I just use Dwemer light shoulders. They are hardly visible.

    Problem with a lot of these type of 'small' shoulders is that they clip with some sets. Typically with the motifs that I use- recently Mazzatun or Fang Lair- having bare arms tend to make many shoulder options impossible because of clipping, shoulder armor being too big, they 'float' above your body, or they just look downright awful with the chest piece.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Hammy01
    Hammy01
    ✭✭✭✭✭
    Lucky28 wrote: »
    For the love of god, stop making changes that encourage zerging/stacking numbers. we already know the servers can't handle it, knock it off.

    In order to stop the zergers ZOS needs to drastically debuff AOE damage and heals. Right now AOE damage and heals are almost as strong as singel target but a lot easier to use because you don't have to put yourself in danger... just sit inside your comfy zerg and spin to win!

    Not to mention but I am pretty sure the more AOE's being used means the servers have to work harder for the calculations.. causing more stress and load on the servers.

    I also understand that strong AOE damage and healing is needed in PVE so all ZOS would need to do is change all AOE to be 50% less effective to players. It can remain 100% effective against NPC's.
  • Lucky28
    Lucky28
    ✭✭✭✭✭
    Hammy01 wrote: »
    Lucky28 wrote: »
    For the love of god, stop making changes that encourage zerging/stacking numbers. we already know the servers can't handle it, knock it off.

    In order to stop the zergers ZOS needs to drastically debuff AOE damage and heals. Right now AOE damage and heals are almost as strong as singel target but a lot easier to use because you don't have to put yourself in danger... just sit inside your comfy zerg and spin to win!

    Not to mention but I am pretty sure the more AOE's being used means the servers have to work harder for the calculations.. causing more stress and load on the servers.

    I also understand that strong AOE damage and healing is needed in PVE so all ZOS would need to do is change all AOE to be 50% less effective to players. It can remain 100% effective against NPC's.

    no it's the buff to siege that's the issue here. siege is already really strong on live buffing it further does nothing but promote stacking.
    Edited by Lucky28 on July 15, 2018 2:44PM
    Invictus
  • Hammy01
    Hammy01
    ✭✭✭✭✭
    Lucky28 wrote: »
    Hammy01 wrote: »
    Lucky28 wrote: »
    For the love of god, stop making changes that encourage zerging/stacking numbers. we already know the servers can't handle it, knock it off.

    In order to stop the zergers ZOS needs to drastically debuff AOE damage and heals. Right now AOE damage and heals are almost as strong as singel target but a lot easier to use because you don't have to put yourself in danger... just sit inside your comfy zerg and spin to win!

    Not to mention but I am pretty sure the more AOE's being used means the servers have to work harder for the calculations.. causing more stress and load on the servers.

    I also understand that strong AOE damage and healing is needed in PVE so all ZOS would need to do is change all AOE to be 50% less effective to players. It can remain 100% effective against NPC's.

    no it's the buff to siege that's the issue here. siege is already really strong on live buffing it further does nothing but promote stacking.

    Really? I am not sure about you but when I am using anti siege I aim for the big ball groups (try to hit them in the middle) but I tend to ignore the smaller groups running around as they seem to notice the ring of death on the ground and move out of it in a timely maner. I think the buff to siege is going to spread people out a little more which is a good thing but time will tell maybe stacked AOE healing and buffs of zergs will still make the new siege buffs seem pointless.
  • Lucky28
    Lucky28
    ✭✭✭✭✭
    Hammy01 wrote: »
    Lucky28 wrote: »
    Hammy01 wrote: »
    Lucky28 wrote: »
    For the love of god, stop making changes that encourage zerging/stacking numbers. we already know the servers can't handle it, knock it off.

    In order to stop the zergers ZOS needs to drastically debuff AOE damage and heals. Right now AOE damage and heals are almost as strong as singel target but a lot easier to use because you don't have to put yourself in danger... just sit inside your comfy zerg and spin to win!

    Not to mention but I am pretty sure the more AOE's being used means the servers have to work harder for the calculations.. causing more stress and load on the servers.

    I also understand that strong AOE damage and healing is needed in PVE so all ZOS would need to do is change all AOE to be 50% less effective to players. It can remain 100% effective against NPC's.

    no it's the buff to siege that's the issue here. siege is already really strong on live buffing it further does nothing but promote stacking.

    Really? I am not sure about you but when I am using anti siege I aim for the big ball groups (try to hit them in the middle) but I tend to ignore the smaller groups running around as they seem to notice the ring of death on the ground and move out of it in a timely maner. I think the buff to siege is going to spread people out a little more which is a good thing but time will tell maybe stacked AOE healing and buffs of zergs will still make the new siege buffs seem pointless.

    it's gonna cause more faction stacking. guaranteed.
    Invictus
  • maboleth
    maboleth
    ✭✭✭✭✭
    For real, ZOS should stop brainstorming sets like Sloads, Zaan or any other toxic and potentially abused sets in the future.

    What's the point? Do you guys really want more of toxicity in the PVP area? Instead of improving overall skills you waste your resources on completely abused sets, let them go live, then wait several months for nerfs and another 3+ months for 2nd nerfs if those first weren't enough. Rinse and repeat.

    Stop wasting your and our time with the sets like these and sharpen your game for the PVP crowd. Stop catering toxic people with totally unimaginative, non-skillful and abusive sets.
  • jrgray93
    jrgray93
    ✭✭✭✭✭
    ✭✭
    It wouldn't be an ESO update without a massive, unwarranted magplar nerf by a team that appears to have no idea what they're doing. Stamplar is still untouched with their sustain, most notably with repent still being a competition. You ignore community feedback and throw a dart at a random skill to ruin. There is absolutely no rational explanation for the baffling changes you make.

    What was the point of class reps if you were just going to ignore them, too? It's a joke.

    I wish I didn't enjoy this game so much because I'm about sick of the constant, clueless changes.
    EP: Slania Isara : Harambe Was an Inside Job
  • eso_lags
    eso_lags
    ✭✭✭✭✭
    ✭✭
    itzTJ wrote: »
    By the way.... @ZOS_GinaBruno I really think this is a big mistake...

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.

    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.

    *The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.*

    I understand the dev comments, and i also dont... You want to keep the original feel of an area or protection, i get that. But closely matches the fast action combat? Templar does fine in combat. It is one of the strongest pvp classes in the game. Also it survives the times because even if its DPS isnt great, at one point or another it, a templar can always heal...

    This buff is too much, if i understand it correctly. You're going to give templars roughly 7500 resistance when standing in their rune?? I mean thats almost as much as mighty chudan, lord warden, and pirate skeleton get from their one pieces. And almost as much as defending.

    Idk, im not saying it is defiantly going to be a massive issue, I just think templar already has so much defense going for it. Why give it more? I mean a magplar can block-cast honor the dead or BOL and take so little damage and out heal literally any damage in the game.. I just dont think this is the class that needs a resistance buff like that..

    It's equal to 4% damage reduction that is applied when armor is applied, after other forms of mitigation reduce the total damage, so it is worth less than a true 4% with anything else, and is absolutely vulnerable to the hard cap on player resistance of 50% unless debuffed.
    That less than the spell resistance passive the breton race gets which tops at 6% damage reduction.

    This is far from overpowered and easily ignored. It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier.

    No... I never said that the major ward/resolve buffs, to 15 seconds, was a bad thing. Thats defiantly a good buff. I am talking about the bonus 50% buff... Again, i just think its overkill when good templars can survive so much by blocking and spamming BOL/Honor.. Like a templar can heal themselves, and sometimes their group, to full in a second... Why make them harder to kill.

    I feel like people dont fight a lot of good templars.
  • TonyRockaroni
    TonyRockaroni
    ✭✭✭✭✭
    "Fixed an issue where the “High Elf Fountain, Regal” did not actually have waterspouts."

    Good...so does this mean that the fountain will soon have running water? :)
    Edited by TonyRockaroni on July 16, 2018 4:52AM
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    "Fixed an issue where the “High Elf Fountain, Regal” did not actually have waterspouts."

    Good...so does this mean that the fountain will soon have running water? :)
    That means they will be offering an itsy-bitsy spider in the Crown store for 2500 crowns.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • FlamingBeard
    FlamingBeard
    ✭✭✭✭✭
    itzTJ wrote: »
    @ZOS_GinaBruno

    Radiant Destruction: Increased the maximum bonus execute damage dealt by this ability and its morph to 400% from 330%.

    How the hell can you guys buff this RANGED execute while you have classes like stam sorc with almost nothing in their class skills. I dont think you guys understand how strong ranged executes are. In pvp or pve for that matter. But especially in pvp...

    Like this actually made me laugh that you guys are buffing radient.. Like whhhaaaat????? IT NEEDS TO BE NERFED NOT BUFFED!

    If someone is going to have the luxury of sitting in a zerg, or sitting far away from me, spamming a *** ranged execute, why should they have more damage than a melee? Why? They have no risk sitting far away i take all the risk with melee executing. Again in pvp or pve..

    Same goes for sorcs. How you guys dont see that ranged executes are broken strong is insane. And they have more bonus damage than executioner. lol what a joke.

    Radiant Destruction doesn't deal high damage at all until you're below 30% health or so, and even then you can simply block the first few ticks and heal through it easily.

    Please take the time to learn about other classes before making insane statements about them.

    The Radiant Destruction buff is for PvE Templar builds to feel like they can actually use their only execute for once. The buff won't really be noticed in PvP due to how percentage modifiers work in ESO.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    itzTJ wrote: »
    itzTJ wrote: »
    By the way.... @ZOS_GinaBruno I really think this is a big mistake...

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.

    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.

    *The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.*

    I understand the dev comments, and i also dont... You want to keep the original feel of an area or protection, i get that. But closely matches the fast action combat? Templar does fine in combat. It is one of the strongest pvp classes in the game. Also it survives the times because even if its DPS isnt great, at one point or another it, a templar can always heal...

    This buff is too much, if i understand it correctly. You're going to give templars roughly 7500 resistance when standing in their rune?? I mean thats almost as much as mighty chudan, lord warden, and pirate skeleton get from their one pieces. And almost as much as defending.

    Idk, im not saying it is defiantly going to be a massive issue, I just think templar already has so much defense going for it. Why give it more? I mean a magplar can block-cast honor the dead or BOL and take so little damage and out heal literally any damage in the game.. I just dont think this is the class that needs a resistance buff like that..

    It's equal to 4% damage reduction that is applied when armor is applied, after other forms of mitigation reduce the total damage, so it is worth less than a true 4% with anything else, and is absolutely vulnerable to the hard cap on player resistance of 50% unless debuffed.
    That less than the spell resistance passive the breton race gets which tops at 6% damage reduction.

    This is far from overpowered and easily ignored. It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier.

    No... I never said that the major ward/resolve buffs, to 15 seconds, was a bad thing. Thats defiantly a good buff. I am talking about the bonus 50% buff...

    You really misread what I posted.

    Major Ward/Resolve are 5280 resistance which is 8% damage reduction because 660 resistance is equal to 1% damage reduction. Multiply 5280 by 1.5, for 50% buff to 150% total, and that goes up to 7920 resistance which equals 12% damage reduction.
    That 50% buff is only 4% actual damage reduction difference from the previous version of the skill.

    It's nearly worthless. The only buff to the skill that is worth it is not needing to enter the rune on the ground again.
    Edited by Mystrius_Archaion on July 17, 2018 12:38AM
  • FraPal93
    FraPal93
    Soul Shriven
    In my opinion there's no reason to nerf Sload’s, I used it and I played against players that use it, for sure it's not overperforming. It's a oblivion damage true, but it's also a dot and every good player can manage for sure 859 dmg per sec. It's just a really good set but I don't really think that is op (you won't kill anybody with this set without good rotation and good personal skills). I think the only one problem about this set is just that it's stackable, because for sure it's easy to manage if you have 859 oblivion dmg per sec but it's not easy for sure if u have 3 or 4 of them on u at the same time. So please think about to leave it as it's now just removing the possibility to be stackable.
  • Peekachu99
    Peekachu99
    ✭✭✭✭✭
    ✭✭
    waitwhat wrote: »
    Peekachu99 wrote: »
    I'm not sure yet if I like the WW healing change, especially for PvP. But overall, I like the changes. Glad I finally leveled my 4th WW last night. lol

    WW house, ftw!!!

    It means you have to spec somewhat into survivability. They did this given the new bleed and light attack sets that would totally unbalance the WW meta as is on live. All that damage AND a burst heal that brings you back to full health. Oh Lawd, the QQ would be off the charts.

    It makes Claws of Life a more attractive option now, and consequently we'd have to make a set sacrifice if we wanted access to major defile.

    Another way of looking at the healing changes would be as a buff to PvE werewolves: we now have an extremely effective burst heal to get out of trouble (Fortitude, not rage, since we still get Major Brutality from weapon pots in PvE).

    Also, for most werewolves, this is a buff to the heal, as the heal no longer scales with max mag and spell power.

    A disease enchant and Claws of Life will usually proc defile anyway (major). I’ve never run the other morph in four years and the defile seems pretty consistent.
  • CurvedSwords123
    CurvedSwords123
    ✭✭✭
    "Item Traits
    Infused (Weapon): Fixed an issue where the cooldown reduction was applying to both of your Weapon Enchantments if you were dual wielding."

    Yeh. How about you not ZoS? Doesn't sharpened and nirnhoned benefit both ur weps on DW bar? This was a lot of fun. Try not being a buzz kill for a patch cycle. Thanks.
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    "Item Traits
    Infused (Weapon): Fixed an issue where the cooldown reduction was applying to both of your Weapon Enchantments if you were dual wielding."

    Yeh. How about you not ZoS? Doesn't sharpened and nirnhoned benefit both ur weps on DW bar? This was a lot of fun. Try not being a buzz kill for a patch cycle. Thanks.
    No, technically it only affects the weapon it's on.

    It's why the value is half that of a 2H weapon. If you want the full value, you place the same trait on both weapons, just like how infused should work.

    Not exactly a valid comparison, is it?

    Edited by Merlin13KAGL on July 16, 2018 3:23PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Jayne_Doe
    Jayne_Doe
    ✭✭✭✭✭
    ✭✭
    "Fixed an issue where the “High Elf Fountain, Regal” did not actually have waterspouts."

    Good...so does this mean that the fountain will soon have running water? :)
    That means they will be offering an itsy-bitsy spider in the Crown store for 2500 crowns.

    Darnit! Now I have that stupid nursery rhyme in my head.
  • eso_lags
    eso_lags
    ✭✭✭✭✭
    ✭✭
    itzTJ wrote: »
    itzTJ wrote: »
    By the way.... @ZOS_GinaBruno I really think this is a big mistake...

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.

    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.

    *The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.*

    I understand the dev comments, and i also dont... You want to keep the original feel of an area or protection, i get that. But closely matches the fast action combat? Templar does fine in combat. It is one of the strongest pvp classes in the game. Also it survives the times because even if its DPS isnt great, at one point or another it, a templar can always heal...

    This buff is too much, if i understand it correctly. You're going to give templars roughly 7500 resistance when standing in their rune?? I mean thats almost as much as mighty chudan, lord warden, and pirate skeleton get from their one pieces. And almost as much as defending.

    Idk, im not saying it is defiantly going to be a massive issue, I just think templar already has so much defense going for it. Why give it more? I mean a magplar can block-cast honor the dead or BOL and take so little damage and out heal literally any damage in the game.. I just dont think this is the class that needs a resistance buff like that..

    It's equal to 4% damage reduction that is applied when armor is applied, after other forms of mitigation reduce the total damage, so it is worth less than a true 4% with anything else, and is absolutely vulnerable to the hard cap on player resistance of 50% unless debuffed.
    That less than the spell resistance passive the breton race gets which tops at 6% damage reduction.

    This is far from overpowered and easily ignored. It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier.

    No... I never said that the major ward/resolve buffs, to 15 seconds, was a bad thing. Thats defiantly a good buff. I am talking about the bonus 50% buff...

    You really misread what I posted.

    Major Ward/Resolve are 5280 resistance which is 8% damage reduction because 660 resistance is equal to 1% damage reduction. Multiple 5280 by 1.5, for 50% buff to 150% total, and that goes up to 7920 resistance which equals 12% damage reduction.
    That 50% buff is only 4% actual damage reduction difference from the previous version of the skill.

    It's nearly worthless. The only buff to the skill that is worth it is not needing to enter the rune on the ground again.

    "It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier."

    Thats what i was referring to and i can agree with that. But nothing is worthless in this game. Every bit counts. And giving the most survivable class more defense, however small it may be, just seems like the wrong move to me... Just seems like a strange choice, out of all the classes in game, to give a (small) buff like that to.

    Idk, just seems like there are classes that always get the *** end of things no matter what update it is. Stam sorc, Mag warden, dragon knights in the past... I guess we're not supposed to understand why certain classes get buffs while others remain stagnant, with little to work with, for so long.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    itzTJ wrote: »
    itzTJ wrote: »
    itzTJ wrote: »
    By the way.... @ZOS_GinaBruno I really think this is a big mistake...

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.

    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.

    *The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.*

    I understand the dev comments, and i also dont... You want to keep the original feel of an area or protection, i get that. But closely matches the fast action combat? Templar does fine in combat. It is one of the strongest pvp classes in the game. Also it survives the times because even if its DPS isnt great, at one point or another it, a templar can always heal...

    This buff is too much, if i understand it correctly. You're going to give templars roughly 7500 resistance when standing in their rune?? I mean thats almost as much as mighty chudan, lord warden, and pirate skeleton get from their one pieces. And almost as much as defending.

    Idk, im not saying it is defiantly going to be a massive issue, I just think templar already has so much defense going for it. Why give it more? I mean a magplar can block-cast honor the dead or BOL and take so little damage and out heal literally any damage in the game.. I just dont think this is the class that needs a resistance buff like that..

    It's equal to 4% damage reduction that is applied when armor is applied, after other forms of mitigation reduce the total damage, so it is worth less than a true 4% with anything else, and is absolutely vulnerable to the hard cap on player resistance of 50% unless debuffed.
    That less than the spell resistance passive the breton race gets which tops at 6% damage reduction.

    This is far from overpowered and easily ignored. It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier.

    No... I never said that the major ward/resolve buffs, to 15 seconds, was a bad thing. Thats defiantly a good buff. I am talking about the bonus 50% buff...

    You really misread what I posted.

    Major Ward/Resolve are 5280 resistance which is 8% damage reduction because 660 resistance is equal to 1% damage reduction. Multiple 5280 by 1.5, for 50% buff to 150% total, and that goes up to 7920 resistance which equals 12% damage reduction.
    That 50% buff is only 4% actual damage reduction difference from the previous version of the skill.

    It's nearly worthless. The only buff to the skill that is worth it is not needing to enter the rune on the ground again.

    "It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier."

    Thats what i was referring to and i can agree with that. But nothing is worthless in this game. Every bit counts. And giving the most survivable class more defense, however small it may be, just seems like the wrong move to me... Just seems like a strange choice, out of all the classes in game, to give a (small) buff like that to.

    Idk, just seems like there are classes that always get the *** end of things no matter what update it is. Stam sorc, Mag warden, dragon knights in the past... I guess we're not supposed to understand why certain classes get buffs while others remain stagnant, with little to work with, for so long.

    hahahahahahahahahaha

    My first max level character, and worldboss soloer and Shada's Tear(4 player craglorn isntance) soloer and several other crazy things, was a templar.
    My nightblade is better than my templar for survivability and does all of that easier.

    4% extra damage reduction from resistances that cap at 50% is just meaningless in the actual defenses of the class. I could get better out of many sets or defending on my weapon or the Nord racial 6% damage reduction that applies above and before resistances....etc...

    You are either assigning way too much worth to that 4%, which FYI isn't sticking on the character so only applies in a small circle, or you are just looking to fight anything that templar's get out of some vendetta you have, maybe because you got killed by a templar one time when you got really upset as a result.
  • Ramber
    Ramber
    ✭✭✭✭
    wheres the relequen nerf lol i know its coming. never seen more FREE dps since launch :)
  • Minyassa
    Minyassa
    ✭✭✭✭✭
    ✭✭✭✭
    Minyassa wrote: »
    "Mudballs can no longer be thrown at players who are performing interactions."

    Good. I'm guessing that means with inventory/character page/skills as well as with shops? And would being mounted be an interaction as well? This is a step in the right direction, anyway--we still need to be able to opt out of involuntary emotes entirely--but I'm liking the sound of this so far.

    @ZOS_GinaBruno May I please have an official definition of "interaction" re: this update, please? I'd like to know what I can expect. Thanks!
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    @Minyassa , I suspect it's anything that requires you to 'target / activate' something else:
    • Crafting stations
    • Banker
    • Vendor
    • Quest Giver / NPC dialogue
    • Chests
    • Wayshrines

    if it's a cancel-able UI, it should count. (You can get mudballed while in inventory for instance and it will not kick out out of the inventory UI.) Same stuff combat would pull you out of, but without the actual combat.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Minyassa
    Minyassa
    ✭✭✭✭✭
    ✭✭✭✭
    @Minyassa , I suspect it's anything that requires you to 'target / activate' something else:
    • Crafting stations
    • Banker
    • Vendor
    • Quest Giver / NPC dialogue
    • Chests
    • Wayshrines

    if it's a cancel-able UI, it should count. (You can get mudballed while in inventory for instance and it will not kick out out of the inventory UI.) Same stuff combat would pull you out of, but without the actual combat.

    Thanks. That's not bad. Hoping it will also count being mounted since in a way we have to interact with our mounts, but maybe they will let me know. :)
  • p00tx
    p00tx
    ✭✭✭✭✭
    ✭✭
    itzTJ wrote: »
    itzTJ wrote: »
    By the way.... @ZOS_GinaBruno I really think this is a big mistake...

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.

    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Increased the cost of this ability and Restoring Focus to 2700 Magicka from 1890.

    *The new design of Rune Focus more closely matches the fast action combat, while still preserving the original feel of an area of protection.*

    I understand the dev comments, and i also dont... You want to keep the original feel of an area or protection, i get that. But closely matches the fast action combat? Templar does fine in combat. It is one of the strongest pvp classes in the game. Also it survives the times because even if its DPS isnt great, at one point or another it, a templar can always heal...

    This buff is too much, if i understand it correctly. You're going to give templars roughly 7500 resistance when standing in their rune?? I mean thats almost as much as mighty chudan, lord warden, and pirate skeleton get from their one pieces. And almost as much as defending.

    Idk, im not saying it is defiantly going to be a massive issue, I just think templar already has so much defense going for it. Why give it more? I mean a magplar can block-cast honor the dead or BOL and take so little damage and out heal literally any damage in the game.. I just dont think this is the class that needs a resistance buff like that..

    It's equal to 4% damage reduction that is applied when armor is applied, after other forms of mitigation reduce the total damage, so it is worth less than a true 4% with anything else, and is absolutely vulnerable to the hard cap on player resistance of 50% unless debuffed.
    That less than the spell resistance passive the breton race gets which tops at 6% damage reduction.

    This is far from overpowered and easily ignored. It's about time templars were not stuck in one place where they have to go back into ground AoE and enemy players can predict their movements easier.

    No... I never said that the major ward/resolve buffs, to 15 seconds, was a bad thing. Thats defiantly a good buff. I am talking about the bonus 50% buff... Again, i just think its overkill when good templars can survive so much by blocking and spamming BOL/Honor.. Like a templar can heal themselves, and sometimes their group, to full in a second... Why make them harder to kill.

    I feel like people dont fight a lot of good templars.



    I main a Magplar healer in PvP, and what you just described is not how you win in Cyrodil. Being able to post up and block-heal yourself through a fight with one ability is useless, because all you're going to do is run out of resources and die eventually. You're delaying the inevitable and it doesn't benefit anyone. If we had that extra defensive ability, we could move around and either buff/debuff the group while helping with some of the killing, rather than standing there like a useless hand-waving lump in our little safe house. Cyrodil is far too dynamic these days for the "house" play of the past, and since a PvP healer typically lacks the DPS to kill with a few heavy hits, we have to be faster and more mobile than our opponents. These changes allow us to do that.
    PC/Xbox NA Mindmender|Swashbuckler Supreme|Planes Breaker|Dawnbringer|Godslayer|Immortal Redeemer|Gryphon Heart|Tick-tock Tormentor|Dro-m'Athra Destroyer|Stormproof|Grand Overlord|Grand Mastercrafter|Master Grappler|Tamriel Hero
  • Chryuus
    Chryuus
    Can I ask for clarification on the Balorgh monster set? As it says ultimate consumed...if I use an ultimate that costs 213 ultimate but I had 500 ultimate...will I have 416 or 1000 extra spell damage? Thankyou:)
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    Chryuus wrote: »
    Can I ask for clarification on the Balorgh monster set? As it says ultimate consumed...if I use an ultimate that costs 213 ultimate but I had 500 ultimate...will I have 416 or 1000 extra spell damage? Thankyou:)

    1000, per dev comment the other day.
Sign In or Register to comment.