The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• PC/Mac: NA megaserver for maintenance – April 25, 6:00AM EDT (10:00 UTC) - 2:00PM EDT (18:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Patch Notes 4.3.5

  • Cundu_Ertur
    Cundu_Ertur
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    BlueRaven wrote: »
    barshemm wrote: »
    @ZOS_GinaBruno keeps making posts that are not natch potes

    Watchu talkin about? They're up :)https://forums.elderscrollsonline.com/en/discussion/460633/pc-mac-patch-notes-v4-3-5-wrathstone-update-21

    You guys just really hate bosmers don’t you.

    They don't hate, they simply don't care and ignore player feedback.

    No, this is too egregious to be accidental. This was someone with a grudge who wants to eradicate Bosmer entirely.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Red_Feather
    Red_Feather
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    Time to make some coffee. :)
  • WhyMustItBe
    WhyMustItBe
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    Nifty2g wrote: »
    Yodcq.gif
    @ZOS_GinaBruno Any changes from last patch to Live & will they be posted what changed if possible?


    Only a couple, I'll put a post at the end of the patch notes thread to call them out.

    Been refreshing the natch potes looking for these changes since the last PTS patch and haven't found them yet...

    Really just hoping to read "Fixed a bug introduced in the last PTS patch that caused Twilight Tormentor's active ability not to increase her damage against enemies over 50% health (or at all)." :p
  • MartiniDaniels
    MartiniDaniels
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    BlueRaven wrote: »
    barshemm wrote: »
    @ZOS_GinaBruno keeps making posts that are not natch potes

    Watchu talkin about? They're up :)https://forums.elderscrollsonline.com/en/discussion/460633/pc-mac-patch-notes-v4-3-5-wrathstone-update-21

    You guys just really hate bosmers don’t you.

    They don't hate, they simply don't care and ignore player feedback.

    No, this is too egregious to be accidental. This was someone with a grudge who wants to eradicate Bosmer entirely.

    Well, the only feedback we saw - answers from class rep Masel (kudos to him), who considers that bosmer was buffed in comparison to murkmire, since 258 recovery scale better then 21% recovery, at least for stamdps. So now bosmer is ~ equal to redguard, but since they buffed orc so much it is irrelevant all stam races are inferior to orc by huge margin, not only bosmers.
    So they think that stamina and recovery is enough and other passive with detection, speed and penetration is just a racial "flavor". Also you may see changes to sentry set, which will be a strong counter to cloaks if stacked with detection radius, so probably bosmers are expected to run some mix of senche/way of air/sentry in PVP, and all race is dedicated to this 3 sets and narrow niche. But since they placed nords to be only good in PVE tanking, argonians to be good only in PVP tanky builds, khajiits to have generic bonus instead of defining crit chance and so on, it looks more like that PVP DC crowd handled this changes and this is not hate to bosmer, it's just way to make all non-DC races inferior in PVP.
  • anadandy
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    We also wanted to have more of a distinct play pattern on how Wood Elves and Khajiit both engaged with Stealth, so we’ve repurposed Wood Elves’ passive into one that deals with turning their proficiency of Stealth into a proficiency of hunting Stealthed targets.

    Oh good, we're still ignoring the fact that stealth detection is useless in PVE. Consistency is key...
  • silvereyes
    silvereyes
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    SilverPaws wrote: »
    Read patch notes and nothing about cyro performance. We just get *** passives and performance will be *** still.
    Patience, Daniel san.

    Around 26:30
    https://www.twitch.tv/videos/364847318?t=

    They are focused on improving performance this year:
    • Fixture loading
    • Character state updates
    Rich actually gave an ETA on those changes as "somewhere in the next 6-8 months".

    Also, in Update 22, they will be moving Imperial City to its own instance and out of Cyrodiil. Not sure what sort of impact that will have on performance, but the devs seem to think it should help.
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Nifty2g wrote: »
    Yodcq.gif
    @ZOS_GinaBruno Any changes from last patch to Live & will they be posted what changed if possible?


    Only a couple, I'll put a post at the end of the patch notes thread to call them out.

    Been refreshing the natch potes looking for these changes since the last PTS patch and haven't found them yet...

    Really just hoping to read "Fixed a bug introduced in the last PTS patch that caused Twilight Tormentor's active ability not to increase her damage against enemies over 50% health (or at all)." :p

    We're still working on getting this fixed, and plan to get it into an upcoming incremental patch. Hopefully next Monday, if all goes well.
    Gina Bruno
    Senior Community Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • WhyMustItBe
    WhyMustItBe
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    Nifty2g wrote: »
    Yodcq.gif
    @ZOS_GinaBruno Any changes from last patch to Live & will they be posted what changed if possible?


    Only a couple, I'll put a post at the end of the patch notes thread to call them out.

    Been refreshing the natch potes looking for these changes since the last PTS patch and haven't found them yet...

    Really just hoping to read "Fixed a bug introduced in the last PTS patch that caused Twilight Tormentor's active ability not to increase her damage against enemies over 50% health (or at all)." :p

    We're still working on getting this fixed, and plan to get it into an upcoming incremental patch. Hopefully next Monday, if all goes well.

    Thanks for the update!
  • purple-magicb16_ESO
    purple-magicb16_ESO
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    arena25 wrote: »
    Welcome to the unofficial Patch Day Hangout Thread. I'm your host, Lord Arena25.

    For those who have forgotten how this thread goes, it's simple...you just simply post memes, vent, and in general just discuss things while we wait for the devs to post the patch notes.

    A meme, created by yours truly, has been included below to spark your engines.

    ok-im-freaking.jpg

    Now, let the Patch Day craziness commence!

    Signed,

    Lord Arena25

    P.S. My scribe, Shedelin, will be manning the thread here tonight and in the morning, as Lord Arena25 has business in the real world that he must do. Please be nice to her while yours truly is out, she's had a rough weekend...
    Edited by purple-magicb16_ESO on February 25, 2019 4:29PM
    Give 'er eh!
  • Suddwrath
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    @ZOS_GinaBruno can we get clarification on the Altmer passive Spell Recharge? Does the new recovery affect the lowest maximum resource or the lowest resource at the time a class skill is activated?
  • SoulPT
    SoulPT
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    Nifty2g wrote: »
    Yodcq.gif
    @ZOS_GinaBruno Any changes from last patch to Live & will they be posted what changed if possible?


    Only a couple, I'll put a post at the end of the patch notes thread to call them out.

    @ZOS_GinaBruno Waiting on this now. Just curious.
  • Uryel
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    Well, the only feedback we saw - answers from class rep Masel (kudos to him), who considers that bosmer was buffed in comparison to murkmire, since 258 recovery scale better then 21% recovery, at least for stamdps.

    There is ALOT more feedback out there. They just chose to ignore it. And in what world does +258 recovery equal 21% recovery ? It's not bad, allright, but I'm pretty sure I will have lower recovery now.

    Anyway, there are a few points I'd like to discuss concerning those patch notes. @ZOS_GinaBruno , would you be so kind as to make sure the people it may be of interest for would get their eyes on it ? Thanks.


    Let's start with the apetizer.
    High Elf
    Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 645 Magicka or Stamina, based on whichever is lower, after activating a Class Ability.

    Developer Comment:

    Previously, High Elves offered bonuses that weren’t distinct enough from other races, so we decided to repurpose their Recovery passive into one that captured the race’s belief in destiny or birth right (in this case, your class!) while tying it to their off-stat resource pool to showcase their knack for efficiency. Now when casting a class ability, they will retain or convert a portion of that cost and restore their lowest resource pool with the power of Alteration Magic.

    I seem to recall Altmers were the most played race in the whole game, based on a news post by ZOS. If they were "not distinct enough", how come they were the most chosen ? But hey, whatever.

    I'm sorry, but I call bullsh*t on the explanation. Alteration magic is not even in the game. It's fine and dandy to decide to change something in the game, but trying to hide a balance change that was obviously made for PvP and will be a hindrance in PvE behind a thin veil of pseudo-lore doesn't do any good.


    Then, the main course. The Bosmers.
    Wood Elf

    Stealthy: Reduces detection Radius by 3m [...] → Hunter’s Eye: Increases your Stealth detection radius by 3m. [...]

    Developer Comment:

    Previously if you weren’t able to utilize Stealth, you lost a large portion of effectiveness that Wood Elves provided, so we’ve put the bulk of their power into their flat bonuses to Stamina and recovery. We also wanted to have more of a distinct play pattern on how Wood Elves and Khajiit both engaged with Stealth, so we’ve repurposed Wood Elves’ passive into one that deals with turning their proficiency of Stealth into a proficiency of hunting Stealthed targets.

    Sorry, but I have been playing MMOs consistently for over 17 years now, and this is the biggest, stinkiest load of dung I have seen in all that time.

    I've already explained in great length how removing stealth from the Bosmers was a terrible idea, and would gladly copy / paste that very lengthy explanation here again, if there was any chance it doesn't fall on deaf ears. In short, stealth is lore-wise one of the most defining traits of Bosmers, and removing it is absurd. Replacing it by something that has no use in PvE at all is even more absurd. But I'll simply comment on the reasoning behind it, which is the most appaling demonstration of dishonesty I have seen in a game.

    - "if you weren’t able to utilize Stealth, you lost a large portion of effectiveness that Wood Elves provided" --> Well then, use stealth ! Simple as that. You could also say that previously, for instance, if an imperial didn't attack in melee, they lost a large portion of the effectiveness they provided. Look, now it's fixed, their passive triggers on direct damage. So apparently, it's possible to fix things rather than removing things. Also, people who chose Bosmers likely accounted for stealth and wanted to use it. People who just wanted pure stamina combat prowess chose Redguard.

    - "we’ve put the bulk of their power into their flat bonuses to Stamina and recovery" --> You mean the flat bonuses that seems to provide less stat than the previous versions, if the character was specialised in that ressource ? Yeah, sure, that's the bulk of their power indeed. But hey, let's assume I'm wrong and it's still a buff. Can you please explain to me how making the Bosmers better at fighting makes up for stealth ? And can you please explain how you fit the Jaqspurs, the Rite of Theft, "The 1000 Benefits of Hiding" into that ?

    - "We also wanted to have more of a distinct play pattern on how Wood Elves and Khajiit both engaged with Stealth" --> That you did indeed, since Bosmers no longer "engage in stealth". Not any better than a Nord or an Orc, anyway. Thanks to their cost reduction, Imperials are now better at sneaking than Bosmers, actually. Way to go !

    - "a proficiency of hunting Stealthed targets" --> What for ? There are absolutely zero stealthed targets in PvE, from @ZOS_Gilliam 's own words. This may have marginal use in PvP, but won't have any in PvE. That makes the Bosmers the only race with a non-flavor passive that has use only in PvP. So, to paraphrase the patch notes, If you are not going into PvP, you lose a large portion of effectiveness that Wood Elves provide.

    Why do I call all this dishonest ? Because lore-wise, there is absolutely no valid reason to remove stealth from the Bosmers. None. Hunt-wise, it doesn't make sense either, great hunters are silent and remain unseen, they don't go doing a lot of noise trying to detect animals that "sneak".

    No, the real reason for those changes is that whiners complained about Bosmers gankers in PvP, so you guys made sure to "fix" that. Which you didn't, actually. Gankers gonna gank, so they will play Khajiits instead. Those hurt by that change are those who sneak in PvE. Those who created their characters anywhere during the past 5 years with the idea of a stealthy Bosmer in mind and are now robbed of the very reason they created their character. Sure, we'll have free race change tokens to switch to khajiit, but why ? Why would I want, or anyone want for the matter, to change a character's identity entirely to accomodate for a change that benefits PvP only and is absolutely against the lore that has been established for about 3 decades ? In case you guys don't know, people grow attached to their characters. Maybe not the top competitive players who care about stats only, but the average player does.

    At the very least, stop lying to us and admit the change was made for PvP and PvP only and stop pretending it fits the lore. I'd still be crossed, but that one gesture of honesty might redeem you a bit. Just a bit.

    And before someone yet again tells me something along the line of "It's RP, we don't care"... Stealth isn't RP, it's a gameplay mechanism. That's why we have sets for that, two DLC revolving around stealth, many quests that require to sneak around, another race who has bonus to stealth, a justice system... It's not a mechanic that you use in Trials, allright. Or so I've heard, I don't do trials. But it's certainly not RP. It is gameplay.


    And now, the dessert
    Time Stop: Increased the base cost of this ability to 8100 from 4590. Keep in mind that this is before the passive cost reduction from the skill line, or the passive cost reduction from the ability rank up.

    Developer Comment:

    Time Stop is an incredibly powerful ability that allows large areas to be controlled by the caster, and we’ve noticed that a core contributing factor to the ability’s strength is the low cost and high uptime a single user can have. With this change, we want to ensure Time Stop is still powerful, but incurs a high risk of loss of resources to prevent it from being used too often. The cost is based off our other PvP-based abilities such as Purge or Rapid Maneuvers, as this ability is primarily best suited for PvP environments.

    I believe this goes to prove that the balance team doesn't play the game, or maybe just PvP.

    Yes, Time Stop is very powerful. Probably the only skill worthy of being called a "crowd control" one. But in what world do you guys live where this skill is used "mainly in PvP" ? It's an amazing skill to have when doing world bosses, even as a stamina character, to help manage the adds. It's useful in any public dungeon if you're walking a low level friend around. It has plenty of non PvP use, much more so than Rapid Manoeuvers, for instance. Sure, even with increasing the cost it's still usable even by stamina specialised characters.

    My point is you don't even seem to know that the game does't only revolve around PvP. This whole patch reeks of PvP and bad excuses, and the Bosmer changes are by far the worst. I couldn't care less about the dodge roll, the loss of +10% stealth damage, but losing stealth is a low blow, and replacing it by something that has no use whatsoever in PvE adds insult to injury.
    Edited by Uryel on February 25, 2019 4:45PM
  • darkblue5
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    Thankfully, stealth has no use in PVE.

    You don't need any bonus for stealing or murder or any other criminal activities.

    And if you need to do Thieves Guild or Dark Brotherhood questlines without being seen once putting some medium armor on your once again BIS mag dps High Elf (who can now regen stealth stamina XD) and using Night's Terror and Night Mother's Embrace will get you to the same place essentially as a Khajiit (or Old Bosmer) with those armors. Those questlines aren't hard enough to justify using a BIS stealth race.

    Also you will love the Bosmer roll dodge passive when running around in open world PVE doing whatever, any extra speed there is so so so nice.

    High elves get over yourselves.
    You're BIS mag dps after this patch when you weren't before. Why are you so mad about that? My main is a High Elf Sorcerer made back when Khajiit was BIS for hybrid Sorcerer and existed during the long High Elf Mag Sorc glory days. Now she's just as valuable as Mag Sorcs are for every coming patch as dps. Her tanking will be easier. Her healing will be harder but since you can heal well on any race I'm not worried. These Altmer tears exist for NO reason.
  • anadandy
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    darkblue5 wrote: »
    Thankfully, stealth has no use in PVE.

    March of Sacrifices. Try that without using stealth. Stealth is a legitimate game mechanic.

    Edited by anadandy on February 25, 2019 4:58PM
  • Suddwrath
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    darkblue5 wrote: »
    Thankfully, stealth has no use in PVE.

    Dark Brotherhood.
    Thieves Guild.
    Numerous overland quests involving stealth.
    March of Sacrifices.
    Players who make their gold via stealing.
    Edited by Suddwrath on February 25, 2019 5:03PM
  • Cundu_Ertur
    Cundu_Ertur
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    darkblue5 wrote: »
    Thankfully, stealth has no use in PVE.

    You don't need any bonus for stealing or murder or any other criminal activities.

    Then get rid of stealth bonuses altogether. To take it from one race that has always had it, and leave it with another is complete crap. It will never not be crap.
    darkblue5 wrote: »
    Also you will love the Bosmer roll dodge passive when running around in open world PVE doing whatever, any extra speed there is so so so nice.
    The hell I will, I'll be damned before I take a single point in this useless garbage passive.
    Edited by Cundu_Ertur on February 25, 2019 5:05PM
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Uryel
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    darkblue5 wrote: »
    You don't need any bonus for stealing or murder or any other criminal activities.

    Who said you needed them ? It's just way easier and more fun that way. Again, I have explained that lengthily elsewhere, so I'll give you the short version : I play, or rather played, a stealthy Bosmer, and my wife a stealthy Breton. Both of us could sneak properly, of course. But in many situations, I could remain unseen where she wouldn't. I could avoid fighting entirely in a delve if I wanted to, for instance. Something a character without stealth bonus will never be able to do, even with the +4m bonus the gear alone can provide.

    darkblue5 wrote: »
    using Night's Terror and Night Mother's Embrace will get you to the same place essentially as a Khajiit (or Old Bosmer) with those armors.

    What if I told you that I used Night Mother's embrace already as an old Bosmer ? I coupled it with Night Silence for the increased mobility, so that was +5m bonus and no movement penalty. Now, I can get at top +4m, and I'll have to bother with the movement penalty.

    Just because you don't care about sneaking doesn't mean everyone doesn't care about sneaking. Just for the record, I can assemble the Precursor in barely more than an hour. That includes the lengthy loading screens. Simple enough when you simply avoid all combat and still move at normal speed while being unseen.

    Also, if Stealth has no use in PvE as you say, why do Khajiits have it ?

    darkblue5 wrote: »
    Also you will love the Bosmer roll dodge passive when running around in open world PVE doing whatever, any extra speed there is so so so nice.

    Pretty sure I won't. I have Rapid Manoeuvers if I need a burst of speed. I already had the passive from the Bow line. I have speed potions. But I agree, extra speed is nice, which is why I am sorry I will have to lose my Night Silence gear that did remove the movement penalty when sneaking just to remain somewhat stealthy.

    Truly, the only worth of that passive is that I get 3 extra skill points.


    As for Altmers, I only mentionned them because the explanation for the change is a load of bullsh*t. It has nothing to do with the lore, it's just a PvP balance.


    [edited for spelling]
    Edited by Uryel on February 25, 2019 5:13PM
  • heaven13
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    @ZOS_GinaBruno

    Can you confirm something regarding the improved writ rewards, please? Right now, it states:
    Writ Reward Improvements
    Material Shipments received from Writ Rewards have been revamped!
    • Instead of only receiving material from a lower tier than your crafting passive rank, you will now receive a distribution of materials with the majority of the materials being for your current material tier based on passive rank.
    • You will also receive a small amount of material for your next tier to allow you to stockpile a bit in advance so when you rank up, you will have the materials you need to keep going.
    • You will still receive a small amount of materials randomly chosen from a previous tier in order to support making equipment for lower level characters.

    I do 10 jewelry writs a day: 2 max tier, 1 copper, 7 pewter.
    • Max tier: platinum ounces + ounces of previous tier (both copper today)
    • II: copper ounces + 1 pewter ounce (previous tier) + 1 silver ounce (next tier)
    • I: pewter ounces + 1 copper dust (same for all 7 characters)

    Should the lowest tier writ rewards only be awarding dust, rather than ounces like the other rewards?
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • BlueRaven
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    Zos is not going to address the Bosmer-Stealth issue are they? I guess I would be embarrassed about this too if I put this in the game.
  • TheRealPotoroo
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    BlueRaven wrote: »
    Zos is not going to address the Bosmer-Stealth issue are they? I guess I would be embarrassed about this too if I put this in the game.

    Maybe in about three years time they'll blithely announce that they've heard that Bosmer players aren't happy and restore the stealth bonus and expect to be applauded for it.
    PC NA, PC EU

    "Instead of taking the best of the dolmens (predictable rotation), the best of the geysers (scalability based on number of players), and the best of the dragons (map location and health indicators) and adding them together to make a fun and dynamic world event scenario, they gave us....... harrowstorms." https://forums.elderscrollsonline.com/en/discussion/comment/6850523/#Comment_6850523
  • Left4Daud
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    Looks like ZOS's response to our well documented feedback on Hunter's Eye is the classic

    *put both fingers in your ears and close your eyes and say*

    "LA LA LA LA LA I CAN'T HEAR YOU."
  • marius_buys
    marius_buys
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    NEW WRATHSTONE RACE PASSIVES
    Update 21 - patch 4.3.5 (25 Feb)

    HIGH ELF
    +2000 Max Magica
    + 258 Spell Damage
    Restore 645 of lowest max resource after activating a class ability (6s CD)
    + 5% Damage reduction while casting abilities

    Destruction Staff Skill Line XP by 15%
    +1% Generic Experience gain

    …..

    ARGONIAN
    +1000 Max Magica
    +1000 Max Health
    +6% Healing Done
    +2310 Disease Resistance
    +Diseased Immunity
    +4000 Health, Magicka, and Stamina when drinking a potion.

    Resto Staff Skill Line XP by 15%
    +50% Swimming Speed

    …..

    WOOD ELF
    +2000 Max Stamina
    +258 Stamina Recovery
    +2130 Poison Resistance
    +Poisoned Immunity
    +3m Stealth detection
    After Roll Dodge you gain:
    +10% Movement Speed for 6 seconds
    + 1500 Physical and Spell Penetration for duration

    Bow Skill Line XP by 15%
    +10% Fall Damage Protection


    BRETON
    +2000 Max Magicka
    -7% Magica Cost
    +100 Magicka Recovery
    +2310 Spell Resistance
    +2310 Extra Spell Resistance if Burning, Chilled, or Concussed.

    Light Armor Skill Line XP by 15%
    +1% Alliance Point gain

    …..

    DARK ELF
    +1875 Max Stamina
    +1875 Max Magicka
    +258 Weapon Damage
    +258 Spell Damage
    +2310 Flame Resistance
    +Burning Immunity

    Dual Wield Skill Line XP by 15%
    -50% damage from Lava

    …..


    IMPERIAL
    +2000 Max Health
    +2000 Max Stamina
    - 3% cost of all abilities and restore 333 Health, Magicka, and Stamina when you deal Direct Damage(5s CD)

    One Hand and Shield Skill Line XP by 15%
    +Extra 1% Gold gain


    …..


    KHAJIT
    +825 Max Health, Magicka, and Stamina
    +100 Health Recovery
    +85 Magicka & Stamina Recovery
    +10% Crit Damage
    +10% Crit Healing
    -3m Stealth Detected radius

    Medium Armor Skill Line XP by 15%
    +5% pickpocket

    …..

    NORD


    +1500 Max Stamina
    +1000 Health
    +3960 Physical Resistance
    +3960 Spell Resistance
    +2310 Cold Resistance
    + Chilled Immunity
    +5 Ultimate generation when taking damage (10s CD)

    Two Handed Skill Line XP by 15%
    +15 extra minutes on drink buffs

    …..

    ORC
    +2000 Max Stamina
    +1000 Max Health & +600 heal when dealing damage with a weapon (4s CD)
    +258 Weapon Damage
    +10% Sprint Speed
    -12% Sprint Cost

    Heavy Armor Skill Line XP by 15%
    +Extra 10% Inspiration

    …..

    REDGUARD
    +2000 Max Stamina
    -8% Weapon Ability Cost
    -15% Snare Slowing
    +950 Stamina Restore when dealing Direct Damage (5s CD)

    One Hand and Shield Skill Line XP by 15%
    +Extra 15 minutes on food buffs


    …..


    Champion System
    Updated the calculation with your Maximum Health, Magicka, and Stamina interacting with modifiers to better reflect the 20% increase to these stats from your first 100 points spent into each tree of the Champion Point system. Previously, this 20% only applied to your base stats, attributes, enchantments, and 2 through 4 piece bonuses on item sets. After this change, all sources of flat stat increases will be affected. Consumable food and drinks, 5 piece bonuses from item sets, and passives will now be properly affected by the 20% increase.
    Note this will cause Champion Points to be an additive bonus with other modifiers, rather than a multiplicative one, which may cause varying results depending on how many other % modifiers your character has.
  • xxthir13enxx
    xxthir13enxx
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    barshemm wrote: »
    @ZOS_GinaBruno keeps making posts that are not natch potes

    Watchu talkin about? They're up :)https://forums.elderscrollsonline.com/en/discussion/460633/pc-mac-patch-notes-v4-3-5-wrathstone-update-21

    Heh...flashback...
    giphy.gif
    Edited by xxthir13enxx on February 25, 2019 6:07PM
  • silvereyes
    silvereyes
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  • ujimax
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    First readthru commentary:

    Champion Point Update
    The Champion Point cap will not be increased for Update 21, or subsequent updates, until further notice. We are currently investigating the best direction to take the system to have healthier balance overall for the game.

    This is a shame, don't see what's wrong with the current system or why there is no increase with U21, was looking forward to that :neutral: add some new passives so we can diversify a bit more after all the previous nerfs to the CP? Or do you simply wish to dumb down the game further? Soon we won't even be able to climb surfaces any longer... ./lame

    Fixed an issue where your ability bars could appear desynced from the actual weapon you were holding, if you attempted to bar swap too frequently while casting another ability.

    no more invis?

    Successfully Heavy Attacking a target that is blocking will now provide half the resources, rather than none. This means if your Heavy Attack would restore 2160 Stamina normally, and a target blocks it, it will now restore 1080 rather than 0.

    why buff heavy even more?

    All pets will now inherit your bonuses and derived stats. This means your Critical Hit Chance, Critical Hit Multipliers, Champion Points, and other % damage or healing amplifications will be applied to any pet you summon. Item sets that summon pets will continue to not inherent your Critical Strike Chance.

    good balancing for warden nerfs, ty

    Yo dawg, we heard you didn't like procs so we made sure your procs can't proc more procs. The Champion Point passives Resilient and Critical Leech will now be considered "proc" abilities, meaning it can’t proc other proc abilities such as item sets.

    ***? THIS IS REDICILOUS NERF

    The heal from Siphoning Strikes and Morphs will no longer be considered "proc" abilities, meaning it can proc other proc abilities such as item sets and enchants.

    THIS IS UNFAIR BUFF TO NB

    Fixed an issue with Annulment and its morphs, and Conjured Ward and its morphs, where you could occasionally get stuck in the casting animations when using the abilities in quick succession with other abilities such as Block.

    ABOUT TIME

    Volley: Fixed an issue where the abilities from Volley or its morphs were unintentionally blockable. Since this ability is a ground-based, area of effect, damage over time ability, it is intended to follow the same rulesets of others in which it cannot be blocked or dodged. #Facts

    Z AXIS CMON WTF

    Ancient Knowledge: Removed the requirement of having a Destruction Staff ability slotted to gain the effect of this passive. Now, you simply need to equip the Destruction Staff type of the buff you want to gain the bonus it provides.

    STAFF OP MORE ITS DISGRACEFUL BUFF TO METEORS WHY NOT BUFF STORM?

    Fixed an issue where the bleed applied from Light Attacks while in Werewolf Transformation or its morphs could still trigger Enchantments.

    YES NERF UNDERPOWERED WEREBEAR MOAR

    Inner Fire and Trapping Webs: The Synergies granted from these abilities and their morphs now have a minimum range of 12 meters to activate, instead of 18 meters.

    STOP BUFF SYNERGY BOMB GROUPS

    Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.

    U EXPECT US TO RUN BACKWARDS INTO MURDERHOLEKEEPS NOW? ONCE MORE

    Fixed an issue where these abilities would not trigger requirements for “when purging an ally”. You are totally purging your allies.

    DOES THIS WORK FOR ALLIES OUTSIDE YOUR GROUP?

    Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
    Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 6%.

    THIS GIMP ARGONIAN, YOU ALSO DESTROYED BOSMER AND BUFFED DUNMER, NORD AND KJAT WELL PLAYED ZOS

    OTHER RACES STILL OP, GRR

    The snares from Siege Scattershot and Siege Trebuchet Iceball can now be purged.

    WHY U NERF MUH AP?

    Yokeda Kai's clones can no longer be attacked and do not last as long when summoned, though they still must be interrupted during the encounter. Their health bar is also now gold to indicate they are invulnerable.

    IDIOT PROOF MORE

    they must needs grammar good!!!!

    Spoiled Food now indicates on its tooltip that you can eat it. Remember, though: just because you *can*, doesn't mean you *should*.

    THIS BE DANGERSAUCE

    Why did you even bother to fix things ; ) ?
    in all, this update looks promising, new op sets as expected, might even check out the pve content or reworked sets i havent deleted yet. best regards





  • Eiron77
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    darkblue5 wrote: »
    Also you will love the Bosmer roll dodge passive when running around in open world PVE doing whatever, any extra speed there is so so so nice.
    .

    No. I will not enjoy it. You see, I've already had access to this exact speed buff for the last 5years--from the bow skill line. It wasn't all the great or noticeable. Whenever ive needed to get away, run faster, or catch someone, Hasty Retreat was never my best option. And it still will not be.
  • Acrolas
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    I shall call thee Stealthy Spice.

    OqZ1e4t.jpg
    signing off
  • Moloch1514
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    SoulPT wrote: »
    Nifty2g wrote: »
    Yodcq.gif
    @ZOS_GinaBruno Any changes from last patch to Live & will they be posted what changed if possible?


    Only a couple, I'll put a post at the end of the patch notes thread to call them out.

    @ZOS_GinaBruno Waiting on this now. Just curious.

    Soon?
    Edited by Moloch1514 on February 26, 2019 12:16AM
    PC-NA
  • SamboJ
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    With the previous updates to 'naming' fishing holes, & now the update to 'naming' the water types for each bait, the Hissmir Fish-Eye Rye recipe is pretty much obsolete unless you're searching for fishing spots in snowy zones (even then it really doesn't help much). It'd be nice for it to have a new effect to compensate for the updated user interface interfering with its intended use.

    P.S. My Dark Elf Dragonknight lost ~500 spell damage & Imperial tank lost over 5000 health after this update, but I'm more concerned about the existence of this drink ;)

    Kind regards,

    @SamboJ
    "Chasing elder scrolls since 2002."
    Founder of Tamriel Fisheries (PC/NA/2015)
  • Uryel
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    Weird stuff, this patch.

    I had te re-gear my Bosmer entirely (250k gold, roughly), to retain some stealth, at the cost of mobility.

    So now, her gear has two +stamregen attributes. And she has racial +stamregen, of course. She falls short by about 100 stamregen to my nord stamtank sorcerer, who has zero racial +stamregen and zero gear +stamregen.

    They really did put the bulk of the Bosmers' power into stamina and stam regen, eh ? Even with the racial bonus and the gear, I have less than a nord with none of that... Or is there something fishy here ?
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