spokenworddb14_ESO wrote: »Malediktus wrote: »A group of 4-20 shouldnt be able to beat a group of 40-100 unless they are absolutly horrible. Zenimax doesnt want people to ragequit because they got wiped by small groups. Coordinated play is very strong already, no need to make it unbeatable because of no AoE cap. Large uncoordinated groups should be able to stand a chance against tiny coordinated groups.Let me know how elder siege online is like. I don't play this game to sit behind a siege weapon and shoot artillery at random targets. I play this game and many others play this game to have groups of 4-20 take on groups of 20-100. That is what really creates memories in PvP.Malediktus wrote: »I dont see the problem with the aoe cap. Unlimited AOE is gamebreaking
I agree 100% with Morkulth here. Blanket changes often cause more problems than they solve. Large uncoordinated groups are not "entitled" to beat smaller coordinated groups via an in game nerf to AOE. If they want to "stand a chance" against a smaller coordinated force utilizing strategy they should expected to play better, develop skills and use coordinated play.
This change hurts more than it helps.. #badmove
Fixed an issue with several area-of-effect abilities where they could erroneously hit an unlimited number of targets.
You people are all blind. This is the worst change any game can ever make. This is an extremely slimy and disgusting way to sneak something like this is in and not address it at all. This is zos trying to hide major game changes without addressing the community as to why they are changing it. We have been testing on the PTS and every and I mean EVERY aoe ability only hits 6 targets (Yes this is healing spells AND ULTIMATES as well).
This single change will make this game general and absolutely destroy the ability of small groups to take on larger groups of enemies. THEY MENTIONED IN ALMOST EVERY INTERVIEW THAT SMALLER GROUPS COULD KILL LARGER GROUPS. I am sorry but without having a reasoning behind this I can no longer support this game. This needs to seriously be reversed or make the damage worthwhile because aoe abilities already hit for jacksh*t.
This is a big *** deal, especially for PvP. We need to raise a stink about this.
spokenworddb14_ESO wrote: »While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.
Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....
Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.
Nerf Werewolf, buff Dragon Knight.
Nice.
Fixed an issue with several area-of-effect abilities where they could erroneously hit an unlimited number of targets.
You people are all blind. This is the worst change any game can ever make. This is an extremely slimy and disgusting way to sneak something like this is in and not address it at all. This is zos trying to hide major game changes without addressing the community as to why they are changing it. We have been testing on the PTS and every and I mean EVERY aoe ability only hits 6 targets (Yes this is healing spells AND ULTIMATES as well).
This single change will make this game general and absolutely destroy the ability of small groups to take on larger groups of enemies. THEY MENTIONED IN ALMOST EVERY INTERVIEW THAT SMALLER GROUPS COULD KILL LARGER GROUPS. I am sorry but without having a reasoning behind this I can no longer support this game. This needs to seriously be reversed or make the damage worthwhile because aoe abilities already hit for jacksh*t.
hamaneb18_ESO wrote: »Fixed an issue with several area-of-effect abilities where they could erroneously hit an unlimited number of targets.
You people are all blind. This is the worst change any game can ever make. This is an extremely slimy and disgusting way to sneak something like this is in and not address it at all. This is zos trying to hide major game changes without addressing the community as to why they are changing it. We have been testing on the PTS and every and I mean EVERY aoe ability only hits 6 targets (Yes this is healing spells AND ULTIMATES as well).
This single change will make this game general and absolutely destroy the ability of small groups to take on larger groups of enemies. THEY MENTIONED IN ALMOST EVERY INTERVIEW THAT SMALLER GROUPS COULD KILL LARGER GROUPS. I am sorry but without having a reasoning behind this I can no longer support this game. This needs to seriously be reversed or make the damage worthwhile because aoe abilities already hit for jacksh*t.
This is a big *** deal, especially for PvP. We need to raise a stink about this.
if this goes live im out. im glad if ppl are enjoying the game. but like the dude above wrote, they said in the interviews that smaller grps could take on the zerg. i cant keep playing a game where the zerg almost always wins.
add to that the misery that is the buggy nightblade class, vamps everywhere soon, all the bugged *** and its just to much.
You can earn up to Veteran Rank 12 as you continue your adventures in Craglorn. Additionally, the veteran XP earned from killing enemies has more than doubled.
CrimsonThomas wrote: »Let's just worry about fixing the game first. The rest can come much later after the game has been fixed.
Awesome news, all-around. Looking forward to seeing more.
You can earn up to Veteran Rank 12 as you continue your adventures in Craglorn. Additionally, the veteran XP earned from killing enemies has more than doubled.
I'm confused on that second point. Does it mean you earn extra veteran XP only in Craglorn? Or does it mean that all XP earned from killing any mobs at any veteran level has been doubled?
Daethzb14_ESO wrote: »Things I dident see on the patch notes that should be fixed or looked at atleast.
- Vampire's Unnatural Resistance passive is broken and does not work at all, not even its tooltip.
Edit: I believe shadowfens quest achievement should be set at 60. As I believe the public dungeon quest is the 61'st, I don't believe those should count towards Zone progression myself. And would someone please pay attention to Vampires Unnatural Resistance? I never see anyone else mention it and it is super important and entirely broken.
FIXES & IMPROVEMENTS
Added /torch and...
/torch
Wow, they are putting out a ton of fixes and people are complaining that their fix isn't in there. I'm embarrassed to be part of this community sometimes. They cannot fix everything at once! Once one set of problems are corrected they move onto the next set. Jeez people