Currently, it does not "cancel" all incoming projectiles. If a projectile was launched at you (example bow LA or a skill) before you entered cloak, it hits you and it breaks invisibility, since it deals dmg to you. Only projectiles that were fired at you after you casted cloak were shut down ("miss").Unless I am reading this wrong, it sounds like casting cloak will no longer shut down incoming projectiles. But it will also be more difficult to pull people out of stealth. Seems like a fair trade off if true.
FluffyDoom wrote: »Really appreciate the communication about work on combat updates/improvements/fixes.
A few other Cyrodiil combat questions, I hope you can address:
1. May we have an update on the "stuck in combat" bug please? For the last several years, players are stuck "in combat" long after actual combat ends - having to walk or sprint from a keep to an outpost due to being stuck in combat long after combat ended (5 - 10 minutes after combat ends at times) and therefore unable to mount for example. I recall that when @ZOS_Gilliam first joined the Zenimax combat team it was stated that one of the first tasks was to log each encounter that caused a player to be in combat in order to find a solution to the sustained "stuck in combat" bug.
2. Long ago, players were able to add siege to the "quick slot" even while in combat, at some point (perhaps when the stuck in combat bug began?), this ability was removed.....meaning if you didn't have correct siege slotted prior to entering combat, then you were stuck without it until out of combat. Is this intended and if not, can this be reviewed for a fix?
3. Long duration debuffs - those 49710 days of burning, poisoned, mortal coil and more. Are you aware and working on these? They are not just UI bugs, they actually negatively impact players and require cleansing by going into a delve.
Thank you !
Hey @VaranisArano. Do you have the ticket number for the bug placed? If so, let me know and I can take a look later today.
ESO_Nightingale wrote: »"as well as Frost Staff’s ability to give the touch of cold death"
yeeeeeeeeeeeeeees!
No worries, @VaranisArano. We'll use the two threads you noted to check. This may take a bit of time, but we'll check on the status.
I'm afraid... It will be still set for making hybrid build or you will just destroy that?Likely the biggest adjustment to an existing set is to Pelinal’s Aptitude, which will be changed to Pelinal’s Wrath, which now focuses on the blood lust this hero of lore succumbed to in their legacy left in Tamriel!
ZOS_Gilliam wrote: »As many player builds lean towards dealing damage in PvP environments, this creates a situation where TTK lowers. While we’ve identified specifics, such as base stat adjustments, we wanted to stay focused on where the problem was felt, which was exclusively related to PvP. Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%.
While I've seen a few people drop almost instantly in PvP during Midyear Mayhem, I don't think time to kill overall is an issue. For me the biggest issue are solo (or sometimes) duo players somehow unkillable "tanking" 10, 20 or even more attackers (simply ignoring Meatbag catapults and the like with more than 50% mitigation). And here I'm not talking about people just running around some border tower or similar, some seem to be able to do it in the open field, while still dealing out enough damage to kill people.
Maybe I'm totally missing something (and I'm really just bad at PvP, not going to hide that), but that always feels very fishy to me balance wise.
So... did I read that right? No more FG bonus dmg to Lycans and Undead in PvE!?!
FluffyDoom wrote: »So... did I read that right? No more FG bonus dmg to Lycans and Undead in PvE!?!
Wouldn't it be so awesome and solve a lot of issues between PvE and PvP balancing if "battle spirit" could be used to isolate such changes to either PvE or PvP as applicable instead of adjusting one mode at the expense of another?
One would assume there are technical issues that prevent such a use of battle spirit? Or maybe not? They can disable pets, mementos, some emotes via battle spirit so why not make changes intended for PvP to be handled by battle spirit?
I play both PvE and PvP and at times the impact can be pretty harsh and demotivating depending on which mode of gameplay was unnecessarily nerfed to solve a balance issue.
KurtAngle2 wrote: »Do not touch Pelinal's Aptitude
Thanks
Dalsinthus wrote: »Girl_Number8 wrote: »Are you also going to address Boosting in PvP to promote healthy gameplay....?
I mean, all these changes are not going to do much if some core issues are not looked at and resolved.
During MyM in a campaign that several sister guilds pop-locked they took boosting to new heights. Had all colors in one keep with no PvP going on for the entirety of the event.
I can explain how and what they did to you, plus give you vids and screenshots. Any sort of balance goes out the window if this is allowed to get worse and it is.
@ZOS_Gilliam
Unfortunately, I don't think that ZOS cares about this as I've not seen any repercussions for people that aggressively boosted. People in one of my guilds were making just under 1 million ap per hour in Quagmire for 6-10 hours per day throughout the event, just going in circles over and over and over. It's taken away what meaning there was left in pvp rank. I've done my best to let go of caring about this.