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/

PTS Patch Notes v10.1.4 [Satire]

Soullise
Soullise
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Dungeons and Group Content
Because the Trials have become too easy, we have decided to nerf group dynamics. As a result, we have decided to reduce the number of members in a trial instance down to 10, down from 12.

Several of you have constantly complained about those roled as Damage dealers struggling to find a queue. To alleviate your concerns, we have reduced the group size to 3, down from 4. Now the queue will automatically either give a healer or a damage dealer, not both. This is to streamline the roles. We are slowly trying to address lag concerns by slowly phasing out our healers due to the fact they cause desyncronization with their Area of Effect abilities. This will not likely be an issue due to sets released in Cyrodiil 2 expansion where tanks are able to heal their group members more effectively.

Some of you have complained that Veteran Hel-Ra Citadel and other Craglorn content has become too easy. We have decided to remove all direct damage more in favor of critical damage. Your skills will now either do damage or it will not based on RNG.

Alliance War and PvP
Reduced the number of players allowed in a group down to 12.

You will only be allowed to deal critical damage to all players and this will ignore resistances. This is to make Cyrodiil and Battlegrounds more fast-paced.

Ability Altering Weapons
The last of these weapons are being modified so that it is a 5 piece set. This is to continue the changes we set out in the Argonia Expansion.

Crafting and Economy
You will no longer be able to sell equipment at guild traders.

Housing
All houses will lose 100 max slots as we implement the housing space upgrades.

[Edited for satirical clarification]
Edited by Soullise on August 10, 2020 6:27PM
  • Nairinhe
    Nairinhe
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    Soullise wrote: »
    Argonia Expansion.
    Yay! :smiley:
  • Soullise
    Soullise
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    Nairinhe wrote: »
    Soullise wrote: »
    Argonia Expansion.
    Yay! :smiley:

    It's actually a dungeon. Expansions are dungeons now. We do not have the server resources to expand the game any further.
  • Nairinhe
    Nairinhe
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    Soullise wrote: »
    Nairinhe wrote: »
    Soullise wrote: »
    Argonia Expansion.
    Yay! :smiley:

    It's actually a dungeon. Expansions are dungeons now. We do not have the server resources to expand the game any further.

    Still yay :p
  • Soullise
    Soullise
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    For legal and ToS reasons, this is a satirical post. I do not claim to be a ZOS employee or any affiliate.
  • Tanis-Stormbinder
    Tanis-Stormbinder
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    link where information is from
  • Soullise
    Soullise
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    link where information is from

    the onion
  • Nairinhe
    Nairinhe
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    Soullise wrote: »
    link where information is from

    the onion

    I was under impression, that it's the leek.
  • Onefrkncrzypope
    Onefrkncrzypope
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    Nairinhe wrote: »
    Soullise wrote: »
    link where information is from

    the onion

    I was under impression, that it's the leek.

    I'm a dad and I approve the message.
    -Immortal Redeemer-
    -Extinguisher of Flames-
    -Gryphon Heart-
    -Potato-



    If I edited a post, it was for spelling. It is always because of spelling....
  • nk125x
    nk125x
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    You forgot to introduce a cool-down on the lag and increase the proc damage when enhanced by Malacath a further 100% to enshrine the Proc meta.
  • Tannus15
    Tannus15
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    Requires completely reverting changes made in 9.0.0 as it turns out it was a bad idea.
  • stybbe17b16_ESO
    stybbe17b16_ESO
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    Dont forget the bug fixes.

    Fixing bugs with typos and wrong colors on shoes and not even acknowledge the game breaking ones.
  • Soullise
    Soullise
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    The random load screens seen in Cyrodill will be implemented on all content including trials and arenas.
  • JohnOfMarkarth
    JohnOfMarkarth
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    Combat and Abilities:

    From now on, when creating character, you decide which role this character will focus on. This will lock away any passives, CP nodes and abilities that do not fit into this role from being equipped

    - We have streamlined all abilities of all classes. Now, Every class has Damage tree, Healing tree and Tanking tree.
    - First ability of the damaging tree is always the "spamable". Unmorphed it will appear as Sorcerer's Crystal Fragments, with each class having it in different color and elemental type. First morph of the spamable will appear as Lava whip, same applies as to unmorphed. Second morph will appear as Cliffracer. Same applies.
    - Second ability of both healing and damaging tree will appear as 1) Healing /Twisting path (each tree respectively) (unmorphed), 2) Extended Ritual / Of Retribution (1st morph), 3) Explosion / Cinder Storm (2nd morph)
    - 1st ability of tanking tree will All look like heavy armor ability with different color tones


    - We have removed Any secondary effects from damaging abilities. Direct damage abilities deal direct damage. DoTs deal damage over time and crowd control abilities crowd control. With no added effect.
    - To further our intention of slowing down the combat dynamic, that we deemed too fast, we lowered all damage of Direct damage / DoT abilities (on average by 65%)
    - To slightly balance this, we increased Champion Point reliance by increasing the cap to 1050. With this comes the increase of maximum boon of every node by circa 15%. (Now, long term players are rewarded (while new players are rendered incapable of any completion))

    Itemization

    - Dungeon and trial set pieces now only drop on flawless completion of dungeons (No death, Vet hard mode, Timed), from a new chest at the end of the dungeon, with 4/5 randomly picked purple items from the dungeon's/trial's sets. Jewelry and weapons still drop from the last boss, but only if extra challenge timer on top of the flawless completion is met
    - Arenas and overland sets will have 50% chance of dropping from every mob npc. To balance this, we are reducing all set bonuses from having 2 through to 4 items of these sets equipped by 50%, in case of arena weapons, Lowering damage / healing output by 45%
    I can't do this anymore. Every small ... petit change that went against any semblance of sense has snowballed into an avalanche of (Penn & Teller:) Bulls...!

    Gods, bless me with patience.
  • Olupajmibanan
    Olupajmibanan
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    Combat and Abilities:
    Itemization

    - Dungeon and trial set pieces now only drop on flawless completion of dungeons (No death, Vet hard mode, Timed), from a new chest at the end of the dungeon, with 4/5 randomly picked purple items from the dungeon's/trial's sets. Jewelry and weapons still drop from the last boss, but only if extra challenge timer on top of the flawless completion is met

    I will get rocked for this comment but I am all for putting great gear behind a skill wall. I always felt that trial gear is too easy to obtain.

    But ZoS seems to have found the middle ground - perfected versions. "You want that extra stat which you won't even feel change from? Ok sure, but you must do something extra for it." The only flaw of the design is that completing Sunspire on veteran difficulty can't really be considered doing something extra. Only Maelstrom, Dragonstar and Blackrose Arenas as well as Cloudrest and Asylum Sanctorium currently work the way I would imagine it. Not too hard, but not too easy.
  • Soullise
    Soullise
    ✭✭✭
    Combat and Abilities:

    From now on, when creating character, you decide which role this character will focus on. This will lock away any passives, CP nodes and abilities that do not fit into this role from being equipped

    - We have streamlined all abilities of all classes. Now, Every class has Damage tree, Healing tree and Tanking tree.
    - First ability of the damaging tree is always the "spamable". Unmorphed it will appear as Sorcerer's Crystal Fragments, with each class having it in different color and elemental type. First morph of the spamable will appear as Lava whip, same applies as to unmorphed. Second morph will appear as Cliffracer. Same applies.
    - Second ability of both healing and damaging tree will appear as 1) Healing /Twisting path (each tree respectively) (unmorphed), 2) Extended Ritual / Of Retribution (1st morph), 3) Explosion / Cinder Storm (2nd morph)
    - 1st ability of tanking tree will All look like heavy armor ability with different color tones


    - We have removed Any secondary effects from damaging abilities. Direct damage abilities deal direct damage. DoTs deal damage over time and crowd control abilities crowd control. With no added effect.
    - To further our intention of slowing down the combat dynamic, that we deemed too fast, we lowered all damage of Direct damage / DoT abilities (on average by 65%)
    - To slightly balance this, we increased Champion Point reliance by increasing the cap to 1050. With this comes the increase of maximum boon of every node by circa 15%. (Now, long term players are rewarded (while new players are rendered incapable of any completion))

    Itemization

    - Dungeon and trial set pieces now only drop on flawless completion of dungeons (No death, Vet hard mode, Timed), from a new chest at the end of the dungeon, with 4/5 randomly picked purple items from the dungeon's/trial's sets. Jewelry and weapons still drop from the last boss, but only if extra challenge timer on top of the flawless completion is met
    - Arenas and overland sets will have 50% chance of dropping from every mob npc. To balance this, we are reducing all set bonuses from having 2 through to 4 items of these sets equipped by 50%, in case of arena weapons, Lowering damage / healing output by 45%

    Damn you really thought about this
  • d3adpain
    d3adpain
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    lol well its will be worse the devs always buf random things and then nerf them to be useless
    by the time it will be 10.x.x the game will be more dead space lol no one will pvp or pve,
    but they will still have those rp players who pay 500+ dollar each patch to buy cosmetic and house things
    so they would still dont care whatever gonna become of the combat in the game
  • Gorreck
    Gorreck
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    Soullise wrote: »
    The random load screens seen in Cyrodill will be implemented on all content including trials and arenas.


    I got the odd one in basic overland PvE yesterday! :o
  • Banana
    Banana
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    Your server performance will be determined by the number of crowns in your account
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