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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Probably unintended consequence of CP changes - Peircing

ajkb78
ajkb78
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Last patch you went to a lot of trouble to ensure that a wide range of options for armor weights were equally viable. It was actually really impressive to see how much care you took to ensure that between the undaunted mettle passive and the changes to light and heavy armor bonuses set choices like medusa worn as 5 light + 2 heavy and mother's sorrow worn as 7 light came out pretty much exactly equally viable. The only cost of going 5 light 2 heavy was you needed to put more CP into Piercing to make up for the additional penetration you would have got from the 2 extra light armor pieces.

With the reduction of Piercing to 2 stages that's not possible, because only half the penetration is available from that perk.

To be clear, this doesn't stop magicka dds reaching the penetration cap without relying on Alkosh. It just means you are forced to wear 7 light armor to do so. And as the Medusa option was only really of benefit in a few cases (like pet sorc, to save bar space) a group isn't going to provide Alkosh just for one or two dds.

Please can you rethink this change during PTS. It doesn't serve to reduce overall magicka damage, as you can still easily reach the penetration cap, but it does make one armor combination strongly preferred, which undoes all the good work of the previous patch when you said the changes to armor bonuses were specifically designed to make a greater range of armor combinations viable. It's easy to fix: either do a similar thing to what you did with Preparation this patch - each stage provides twice as much benefit as before so that you get the same amount of penetration from the 2 remainng stages - or rescale the penetration provided by each piece of light armor but cap it at 5 pieces.
  • Drygon
    Drygon
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    ajkb78 wrote: »
    Last patch you went to a lot of trouble to ensure that a wide range of options for armor weights were equally viable. It was actually really impressive to see how much care you took to ensure that between the undaunted mettle passive and the changes to light and heavy armor bonuses set choices like medusa worn as 5 light + 2 heavy and mother's sorrow worn as 7 light came out pretty much exactly equally viable. The only cost of going 5 light 2 heavy was you needed to put more CP into Piercing to make up for the additional penetration you would have got from the 2 extra light armor pieces.

    With the reduction of Piercing to 2 stages that's not possible, because only half the penetration is available from that perk.

    To be clear, this doesn't stop magicka dds reaching the penetration cap without relying on Alkosh. It just means you are forced to wear 7 light armor to do so. And as the Medusa option was only really of benefit in a few cases (like pet sorc, to save bar space) a group isn't going to provide Alkosh just for one or two dds.

    Please can you rethink this change during PTS. It doesn't serve to reduce overall magicka damage, as you can still easily reach the penetration cap, but it does make one armor combination strongly preferred, which undoes all the good work of the previous patch when you said the changes to armor bonuses were specifically designed to make a greater range of armor combinations viable. It's easy to fix: either do a similar thing to what you did with Preparation this patch - each stage provides twice as much benefit as before so that you get the same amount of penetration from the 2 remainng stages - or rescale the penetration provided by each piece of light armor but cap it at 5 pieces.

    Just wait for pts to go up.

    We don't really know for sure how they adjusted the CP.
  • RandomKodiak
    RandomKodiak
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    Just wait for pts to go up.

    We don't really know for sure how they adjusted the CP.[/quote]

    Yes we do Masel confirmed they cut it in half as did Nefas. They were invited to a preview play last week. :( Think it's bad for Mags Stam toons will have to actually gear for it with weapon change or gear change and lose quite a bit of crit.
  • hands0medevil
    hands0medevil
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    with each patch it is easier to count unintended consequences than intended ones
  • ajkb78
    ajkb78
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    Drygon wrote: »
    ajkb78 wrote: »
    Last patch you went to a lot of trouble to ensure that a wide range of options for armor weights were equally viable. It was actually really impressive to see how much care you took to ensure that between the undaunted mettle passive and the changes to light and heavy armor bonuses set choices like medusa worn as 5 light + 2 heavy and mother's sorrow worn as 7 light came out pretty much exactly equally viable. The only cost of going 5 light 2 heavy was you needed to put more CP into Piercing to make up for the additional penetration you would have got from the 2 extra light armor pieces.

    With the reduction of Piercing to 2 stages that's not possible, because only half the penetration is available from that perk.

    To be clear, this doesn't stop magicka dds reaching the penetration cap without relying on Alkosh. It just means you are forced to wear 7 light armor to do so. And as the Medusa option was only really of benefit in a few cases (like pet sorc, to save bar space) a group isn't going to provide Alkosh just for one or two dds.

    Please can you rethink this change during PTS. It doesn't serve to reduce overall magicka damage, as you can still easily reach the penetration cap, but it does make one armor combination strongly preferred, which undoes all the good work of the previous patch when you said the changes to armor bonuses were specifically designed to make a greater range of armor combinations viable. It's easy to fix: either do a similar thing to what you did with Preparation this patch - each stage provides twice as much benefit as before so that you get the same amount of penetration from the 2 remainng stages - or rescale the penetration provided by each piece of light armor but cap it at 5 pieces.

    Just wait for pts to go up.

    We don't really know for sure how they adjusted the CP.

    I'm bored waiting for PTS to go up ;-)

    Anyway, it looks pretty clear from the patch notes - they mention piercing and preparation go down to 2 stages,
    Just wait for pts to go up.

    We don't really know for sure how they adjusted the CP.

    Yes we do Masel confirmed they cut it in half as did Nefas. They were invited to a preview play last week. :( Think it's bad for Mags Stam toons will have to actually gear for it with weapon change or gear change and lose quite a bit of crit.
    [/quote]

    It's an odd change. It won't provide an overall nerf to mag dd damage, but it makes any combination other than 7 light much more awkward on anything except flanking nightblade or necro because of the penetration loss. The loss of crit is essentially offset by the increased max resources from undaunted mettle so that this patch it's essentially equally viable to run 7 light (MS) or 5 light 2 heavy (Medusa) or 5/1/1 (MS plus mixed monster set) as long as you have enough CP to fill out Piercing. One of the things they specifically said about the armour change was that they wanted to make different armour combinations viable, like 7 light or 4 light or whatever, and they did a really good job of it. But this change undoes all of that, again we're back with a single preferred armour weight and therefore back to the onoculture of everyone using MS rather than there being an interesting choice between MS and Medusa, which previously were perfectly balanced against each other.

    @ZOS_BrianWheeler can you have a second look at this please and try to do something so that the previous good work in this area isn't wasted.
  • RogueShark
    RogueShark
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    It's also a big kick to stam, who DO already need alkosh, tremorscale, sharpened, or lover, or a combination of, and might STILL be under pen cap in some cases.

    Mag not needing alkosh, generally, means a lot of tanks don't run it any more. Reducing pen further is just obnoxious, now. :/
    PC NA
    Will heal DPS for memes.
  • Susurrus
    Susurrus
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    Agreed with all.

    It is a design choice that discourages armor weight diversity in direct conflict with stated goal for armor weight diversity in a patch ~3 months prior.

    I think ZOS needs a psychologically trained person on their staff. They make some design choices without understanding how it affects the players cognitively.

    For instance, encouraging the grinding of CP for several months with multiple experience events, and CP 2.0 and then reversing said change is really disheartening.

    I know you have more, and new data that prompts this change but it is akin to sending someone to night school to learn a new skill for work and then telling them that new skill isn't needed after they got their degree.

    Then again, with all the gambling now built into the game, maybe they do have a psychologically trained person on staff, they've just chosen to use their powers for evil.
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