How does it have 20% cost reduction when you increased the cost? I didn't get that.Bloody Frenzy:
This ability and its morphs now grant up to 5 stacks, rather than 10. The total Weapon and Spell Damage granted is left untouched.
The cost now increases by 360 per tick, up from 250, for Blood and Simmering Frenzy, while the cost for Sated Frenzy is now 300, rather than 200. This will result in an approximate 20% cost reduction for each morph.
You're right! I didn't know the cost also had a stack limit, thought they capped the damage increase only and the cost stacked indefinitely as before, thank you.10 stacks at 250 is 2500
5 stacks at 360 is 1800
The issue with negate is either that it's purely for the damage or healing, or it is incredibly powerful. It would be nice to have more situations in pve to use it, but what few situations there are it can be a game changer. At least being able to purge some aoe's in some encounters would be nice, but when fights are built around those things existing, you risk making negate 'mandatory' in some encounters.
FeedbackOnly wrote: »How is this fair?
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Nightblade
- Refreshing Path (morph): This morph now also grants Minor Endurance and Intellect for 4 seconds each tick.
Warden
- Empowered Ward
- Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 2838 damage for 10 seconds. Damage shield strength capped at 50% of your Max Health.
- Also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 15% for 10 seconds.
- Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect.
Sorcerer
Enchanted Growth
- Seed a large area of mushrooms that heals you and all allies in your frontal cone for 822 Health.
- Any target healed gains Minor Intellect and Minor Endurance. increasing their Magicka and Stamina Recovery by 15% for 20 seconds.
Affected target have increased Magicka and Stamina Recovery.
Why doesn't Empowered Ward give Minor Endurance?


I made another thread about this so won't rehash everything here but I do feel the warfare constellation nerfs are overtuned and a 4% reduction to the most popular abilities is a bit too far. I feel it does needlessly harm mid-low tier dps and is going to hurt the issue with pugs not bringing enough dps to the table rather than help the situation. A 2% reduction would be a lot less "painful."
Why is it enchanted growth gives the buffs for 20s on healing someone, while refreshing patch does the same thing, but for 4s only ?
There's a bug where one hand and shield heavy attacks sometimes do not go through and you have to heavy attack again. For example, I cast an ability and then I try heavy attacking right after. It acts like I didn't press the heavy attack button and makes me repress it.