I can honestly say I have never seen messages like the ones going around Discord right now...
Experienced players, officers in guilds... lots cancelling ESO+... many saying they will leave if this goes through.
And these are players who aren't really prone to drama.
The straw that broke the camels back...
And as far as I can see, all for zero benefit to anyone? And certainly not for the health of the game in any way shape or form.
@ZOS_RichLambert - if somebody were to make such a statement regarding the issue with old arena weapons:
Wouldn´t you agree that this is kind of a slippery slope?
I mean the equavalent would be that the 2018 car that you bought is now discounted at 10% of the original price (you can earn it in normal mode) - effectively devaluing that you earned massively.
It would also mean that the car company at some point went and downgraded your engine from 200 to 150 horsepower for standardization reasons (took away 1p bonuses of existing arena weapons).
Then the company came up a year later with the same car you bought in 2018 - that you no longer have because they then downgraded it in 2019 - and said you can buy it again for the original 2018 price?
In the real world calling that a scam would probably the nicest way to put it no - heh
@ZOS_RichLambert
My main issue with that line of argument is that the means of acquisition is not new. Sure, there's new power in itemization each patch. That require running new content (new trial, new dungeon, etc.) or at least different content.
For example, in 2016 when old VR14 content was upgraded to VR16/CP160, yes, we had to re-run old content to get "new" gear. But the content had also changed. It was rescaled and buffed. It wasn't the same thing and was, in a way, new.
Now, if this introduction of Perfected vMA weapons was accompanied by a re-buffing of vMA to counter the years of power creep or if the conditions of acquisition was somehow different (e.g., requiring a single-sitting run or whatever), then your argument that this is "new" would hold more water. But if the means of acquisition remains identical, then it's a hollow argument that I think few would accept.
As counter-intuitive as it may seem, because it would mean more pain for me, I would actually be okay with having to re-acquire Perfected vMA weapons if, say, you had also buffed the difficulty of vMA.
bharathitman wrote: »I am not playing another RNG game with vMA ever again, it has sucked 100s of hours from my life. If there is a really good software reason for not migrating the weapons (which as an engineer, I don't think there is one) there has to be another compromise that respects the time / mats / stones spent in vMA.
T3hasiangod wrote: »ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
This literally makes no sense. We already need to finish both arenas on Veteran to get our current sets. To get the new Perfected versions, we need to clear the arenas on Veteran. So shouldn't we just get our current weapons upgraded to the new Perfected versions?
Honestly, I suspect that you can't do this because you don't know how to do this without possibly breaking the code of the game.
As Code said, it's not that we can't do this. It's that we don't want to do this. Many of us only log in to raid because there's nothing else for us to do in the game. If this change is to revitalize old content, this isn't how you get old players to play old content...
Guys, relax. We haven't seen the patch notes yet. Sounds like this is just small, out of context details to just give us the heads up. Don't worry. I'm sure the big picture is much worse.
the sad thing is, I love all the changes,
right up until I found out that if I want to actually have good vMA weapons again, I have to spend the next X weeks of my life farming them on 5 characters again.
Guys, relax. We haven't seen the patch notes yet. Sounds like this is just small, out of context details to just give us the heads up. Don't worry. I'm sure the big picture is much worse.
the sad thing is, I love all the changes,
right up until I found out that if I want to actually have good vMA weapons again, I have to spend the next X weeks of my life farming them on 5 characters again.
I like giving the built in crit resist in battle spirit, but they miss by reducing the value of impen gear if it leaves seasoned players in a spot where they need to reform or transmute all their gear.
I like that they are trying to address super tankiness, but I think healing is not it as CP adds to part of it along with the other sources of mitigation that gives flat percent resists .
Those might be fine if they were not already dancing around a veteran community that's already fed up with performance issues. Stirring them up when they are already swarming is bad. But then they add in the vMA stuff and I am sure there are going to be a lot of other gear nerfs that they just gave a couple of examples of.
This stuff is not going to land well.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
ZOS_BrianWheeler wrote: »Your current VMA and DSA Weapons will not be automatically upgraded to Perfected versions.
WrathOfInnos wrote: »Lol at some of the comments here. Nobody’s weapons are being “downgraded”, they will be the same as before patch in name and function. Nobody is being “forced” to farm the new version, it will be a very small difference especially on the most commonly used back bar weapons (vMA Inferno and bow).
It’s also not a matter of returning the extra set bonuses these weapons once had. Back when they had these, you could not apply an enchant to the weapon. The extra set bonus was removed when they became enchantable (without removing the primary effect), for most builds this meant giving up one set bonus to gain a Berserker enchant (452 Weapon and Spell Damage with infused). The previous change to remove the set bonus was a buff, and the new change to add them back is again a buff (this one just requires a little effort from the players).
These reactions are why we can’t have nice things. The devs are not aiming to give us a gift of free DPS buffs, they are trying to revitalize content that is largely dead (when was the last time anyone ran Dragonstar?), while hopefully increasing build diversity with some new viable gear options (Master or Maelstrom Daggers coming back?). Make use of the opportunity or don’t, it doesn’t really matter.
ZOS_BrianWheeler wrote: »Greetings Gang!
We’d like to take a moment to share a preview of combat updates coming with Update 26 (Greymoor). The full list of changes will be revealed with the patch notes next week, but for now we’d like to provide some insight on our goals. This update is primarily focused on reinforcing itemization standards, improving quality of life for werewolves, and a few adjustments regarding PvP balance. As many of you are already aware, the team recently experimented with some significant changes to Light and Heavy Attacks. We’d like to again thank everyone who participated in the off-cycle PTS test of those changes, and remind you all that those changes will not be included with Update 26. Today, we’ll be focusing on the other changes that will be appearing next week on the PTS for Update 26.
U26 not only has Vampire updates, but Werewolf updates as well! We want to keep the “in your face” action of the Werewolf and also want to add rotation options when you’ve transformed into this ferocious form. For example, Pounce now has a follow up attack afterwards that also has an execute scaled on Bleed. We’re also making adjustments to allow buffing and debuffing to give a sense of being a pack leader. Sustain for werewolves is also something we noted needs an adjustment, so Hircine’s Bounty now has some added functionality if you’re already at full health and don’t need the heal from the ability. We believe these changes will keep the Werewolf playstyle competitive and entertaining for all players!
About a year ago, we started our standardization pass and we’re finishing that off in U26 with Monster Masks/Shoulders. Remember standards aren’t written in stone, but we now have equal measures of power and performance from these 2 piece sets; some are having their 1 piece adjusted to better suit the function of the set. Valkyn Skoria, for example, now gives Spell Penetration rather than Max Health as this is a damage-based set.
Other sets are receiving functionality adjustments (damage values, trigger conditions, cooldowns, etc.) to follow their intended functionality based on their sourcing. A good example of this is Tremorscale: enemies hit by the damaging effect of this ability are no longer snared, but instead have their Physical Resistance reduced. To help with performance, some sets are having their “chance to proc” removed and instead now have a cooldown. Again, we’ll look at Tremorscale as an example: we are removing the proc chance from this set and increasing the cooldown damage. Note that because the cooldown is increasing, the damage is also increasing.
Continuing on itemization, we are also introducing Perfected Veteran Maelstrom and Perfected Dragonstar Arena weapons. This has been a long standing request by the players, and it finally brings these two arenas up to par with others that add Perfected versions. These are earned by completing Veteran mode in each of those arenas and will have additional bonuses much like other Perfected sets. Completing Maelstrom or Dragonstar Arena will now grant Blue versions of the non-perfected weapons from these arenas. In this pass, we are making a few adjustments to ALL Arena weapons to meet standards. One example of this is the BRP weapon set Spectral Cloak: this item set now increases your damage done and reduces your damage taken whenever you deal damage with Blade Cloak, rather than granting Major Protection for 3 seconds after casting. This fits the concept of Blade cloak as it deals with damage as well as protection.
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!