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Reminder to Zenimax to fix Fire Resist Glyphs

  • Akinos
    Akinos
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    bowmanz607 wrote: »
    So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?

    Except there is a whole skill tree with passives ti fight vamps.

    and were wolfs?

    Vamps get devouring swarm, the end.
    Devouring swarm doesn't prevent you from being 1 hit by fire and cold fire trebs.
    PC NA | @AkinosPvP 1vX/Small Scaler, Raid Leader, Youtuber and Twitch.tv Streamer.MAGICKA MELEE IS LIFE!Magplar, MagDK, Magden, Magblade, Magsorc & Magcro PvP/Build videos & moretwitch.tv/akinospvp
  • Attorneyatlawl
    Attorneyatlawl
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    Freeman wrote: »
    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the Dunmer fire resist passive?

    The one that was increasing your incoming fire damage instead of helping you resist it? Yeah. :(

    Also very concerned about EXP gains between grinding pve monster packs, versus raiding/trials and PVP. Random errata such as the Resistant passive in the champion system reducing your incoming friendly critical healing from yourself or any player, instead of just enemy damage as described, are other problems.
    Edited by Attorneyatlawl on July 17, 2015 6:10PM
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  • RazzPitazz
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    Bashev wrote: »
    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the bash enchants? Because they are pretty underpowered now.

    Yes, those will be much more effective as well!

    Will these fixes be retro active?
    PC NA
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  • PBpsy
    PBpsy
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    RazzPitazz wrote: »
    Bashev wrote: »
    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the bash enchants? Because they are pretty underpowered now.

    Yes, those will be much more effective as well!

    Will these fixes be retro active?

    Let's not be ridiculous here. Retroactive and ZOS doesn't mix.
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  • kojou
    kojou
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    RazzPitazz wrote: »
    Bashev wrote: »
    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the bash enchants? Because they are pretty underpowered now.

    Yes, those will be much more effective as well!

    Will these fixes be retro active?

    Valid question... I seem to remember that sometimes the values applied to equipment were changed and sometimes they weren't. In this case if they aren't I would submit a bug in PTS (assuming we get a character copy we can validate against).

    As to the the OP... My Vampire Templar will appreciate this fix greatly.

    Playing since beta...
  • ishilb14_ESO
    ishilb14_ESO
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    bowmanz607 wrote: »
    bowmanz607 wrote: »
    So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?

    Except there is a whole skill tree with passives ti fight vamps.

    and were wolfs?

    Vamps get devouring swarm, the end.

    Werewolves need to be dealt with. No drawbacks of not transformed. Basically get a free buff.

    While I don't agree that there should be draw backs while not transformed, the stamina regen buff should be made so that you only get it after devouring a corpse or something and it lasts 3 hours.
    Original DC #Bloodthorn2014
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  • UrQuan
    UrQuan
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    bowmanz607 wrote: »
    So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?

    Except there is a whole skill tree with passives ti fight vamps.
    How many PVE enemies have that skill tree and the passives?
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  • PBpsy
    PBpsy
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    UrQuan wrote: »
    bowmanz607 wrote: »
    So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?

    Except there is a whole skill tree with passives ti fight vamps.
    How many PVE enemies have that skill tree and the passives?

    Most of those guys in first stage of DSA and vDSA have the skills .
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  • bowmanz607
    bowmanz607
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    UrQuan wrote: »
    bowmanz607 wrote: »
    So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?

    Except there is a whole skill tree with passives ti fight vamps.
    How many PVE enemies have that skill tree and the passives?

    ya pve is worse. their is essentially content that you are locked out of such as COA and DSA. any dungeon with fire aoe is going to hurt a lot and be tough.
  • leepalmer95
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    So just to confirm:

    The drawbacks or vamps is mainly the 40% fire dmg.

    Next patch it's getting nerfed to 25%
    With cp's can easily get this to 15%
    Plus racial passives and glyths... so people can literally get rid of a vamps drawback?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Desolationz
    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the Dark Elves 'Resist Flame' racial passive. Please don't forget to patch that also, thanks.
    Theodosius Alduin
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  • notimetocare
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    As an active vamp in pvp, fire does not kill me. Dawnbreaker does >.< but I also have 18% fire res form CP
  • Junkogen
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    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the Dark Elves 'Resist Flame' racial passive. Please don't forget to patch that also, thanks.

    What's wrong with the passive?
  • bowmanz607
    bowmanz607
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    So just to confirm:

    The drawbacks or vamps is mainly the 40% fire dmg.

    Next patch it's getting nerfed to 25%
    With cp's can easily get this to 15%
    Plus racial passives and glyths... so people can literally get rid of a vamps drawback?

    one, again there is a whole skill line to utilize against vamps. it is not only fire damage.
    two, you just named the drawbacks. so a vamp has vulnerability to fire damage. to mitigate that lose one would have to sacrifice glyphs and champ points to do so. now said person will have gimped themselves in where champ points and glyphs are used in order to simply get back to normal damage levels. a person not inflicted will have extra damage reduced below the normal if using the same champ and glyphs. moreover, they dont need to invest those glyphs or champ points on either of those two freeing them up to do other things while still reaping the benefits of no vulnerabilities. lets look at it from another angle. even if a vamp gets their mitigation back to normal from investing that way. what about players that invest champ points into elemental damage and or are a dunmer or altmer? now, although they have brought their damage back to normal they are still getting hit with increased fire damage. another player who may spec the same way but is not a vamp would still take reduced or normal damage. Just because you can offset one weakness does not mean for one thing that everyone will do it, but it also does not mean that it still does not have other drawbacks. you have to look at the whole setup not just one frame of it.
  • Solanum
    Solanum
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    There seems to be some confusion here about Vampire weaknesses. I'll gladly elaborate.

    -fire, currently at a 40% and no viable way outside of ditching our precious champion points. This leads to Vampires constantly getting killed in one or two hits in PVE and PVP in regards to siege weaponry. Aside from Destro staves and Dragonknights also more easily obliterating us.

    Lessening this to 25% is a reasonable start, and having viable enchants that can lessen it further come at the price of losing out on amazing other glyphs, such as the stamina/magicka cost reduction.

    -Fighters guild ultimate, the ultimate dawnbreaker is currently widely used amongst many of the capable PVP-ers. Aside from giving a decent enough weapon damage increase it's also highly effective considering the insane amount of werewolves running about. (Who doesn't want a 15% stamina regen increase without a price?)

    -Fighters guild passives, yeah, we all have plenty of points to spare, so why not invest in the passives of the fightersguild and get a "free" 9% extra damage on Vampires. Everyone with half a brain takes this.

    -gimped health regeneration.
    Nobody cares about this crappy stat, but oddly enough, losing at least 1k health regeneration is a noticeable difference.

    So, to those whom say Vampires have no weaknesses left after these well deserved fixes:

    9% extra damage taken from everyone
    25% extra fire damage
    -1k health per 2 seconds.
    Weakness to fightersguild abilities.

    In return we gain
    10% extra stamina/magicka regeneration.
    better stealthspeed
    mediocre abilities/ultimate that probably won't be used.
    The ability to gimp our fellow players with the same disadvantage once a week.

    If this post does not convince you, play a Vampire for a while, see how much better the skill line is. Then bear in mind that we've been suffering this issues for over a year.
  • Bashev
    Bashev
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    Bashev wrote: »
    All resistance enchants will be increased in the next update. We didn't forget! ;)

    What about the bash enchants? Because they are pretty underpowered now.

    Yes, those will be much more effective as well!
    @ZOS_GinaBruno I cannot find these enchants in the PTS template. I took all the enchants from the armor bag but there is no bash damage enchants.

    Because I can!
  • ishilb14_ESO
    ishilb14_ESO
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    @ZOS_GinaBruno Fire resistance glyphs and dunmer fire resist have not been fixed even though you assured us in some of the dozen threads on the topic that they would be "in the next update" after 1.6. The dunmer fire resist should be around 15% however currently it is only providing 3.5% resistance, the glyphs have a similar problem of not being multiplicatively changed in the same manner as other resistance values in the 1.6 update. When will fire resist be fixed? It has been 6 months now and it is one of the simplest bugs to fix in the game.
    Edited by ishilb14_ESO on September 1, 2015 1:49AM
    Original DC #Bloodthorn2014
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  • Alucardo
    Alucardo
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    bowmanz607 wrote: »
    Werewolves need to be dealt with. No drawbacks uf not transformed. Basically get a free buff.

    I'm sick to death of this crap. How is having to slot two useless ultimates not a drawback?
  • bowmanz607
    bowmanz607
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    Alucardo wrote: »
    bowmanz607 wrote: »
    Werewolves need to be dealt with. No drawbacks uf not transformed. Basically get a free buff.

    I'm sick to death of this crap. How is having to slot two useless ultimates not a drawback?

    look when this was posted. before we knew what was happening with WW. IC dealt with them. so ummm ya
  • leepalmer95
    leepalmer95
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    Solanum wrote: »
    There seems to be some confusion here about Vampire weaknesses. I'll gladly elaborate.

    -fire, currently at a 40% and no viable way outside of ditching our precious champion points. This leads to Vampires constantly getting killed in one or two hits in PVE and PVP in regards to siege weaponry. Aside from Destro staves and Dragonknights also more easily obliterating us.

    Lessening this to 25% is a reasonable start, and having viable enchants that can lessen it further come at the price of losing out on amazing other glyphs, such as the stamina/magicka cost reduction.

    -Fighters guild ultimate, the ultimate dawnbreaker is currently widely used amongst many of the capable PVP-ers. Aside from giving a decent enough weapon damage increase it's also highly effective considering the insane amount of werewolves running about. (Who doesn't want a 15% stamina regen increase without a price?)

    -Fighters guild passives, yeah, we all have plenty of points to spare, so why not invest in the passives of the fightersguild and get a "free" 9% extra damage on Vampires. Everyone with half a brain takes this.

    -gimped health regeneration.
    Nobody cares about this crappy stat, but oddly enough, losing at least 1k health regeneration is a noticeable difference.

    So, to those whom say Vampires have no weaknesses left after these well deserved fixes:

    9% extra damage taken from everyone
    25% extra fire damage
    -1k health per 2 seconds.
    Weakness to fightersguild abilities.

    In return we gain
    10% extra stamina/magicka regeneration.
    better stealthspeed
    mediocre abilities/ultimate that probably won't be used.
    The ability to gimp our fellow players with the same disadvantage once a week.

    If this post does not convince you, play a Vampire for a while, see how much better the skill line is. Then bear in mind that we've been suffering this issues for over a year.

    So if you don't use the ultimate of abilities then why are you a vamp in the first place?

    The unnatural passive is one of the best in the game.
    Bat swarm is also one of the best ultimate in the game... and aoe that self heals, does decent unblockable dmg and is the only aoe ult in the game that moves with the player...?
    Illusive mist is a decent escape mechanism, if used right.

    Not exactly sure how many builds actually have 1k + hp regen? if you actually figure some out lmk but thats not a real 'disadvantage'

    from 40-25% isn't a 'start' it's stupid in the first place, you can't knowingly become a vampire when you know it's weaknesses and then complain about the weaknesses?

    Most people put points into ele defender anyway, but vampire shouldn't be able to completely get rid of the fire weakness thats part of being a vamp.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • ishilb14_ESO
    ishilb14_ESO
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    Why are people discussing vampire and werewolf on this thread, the issue that needs to be addressed is FIRE RESIST
    Edited by ishilb14_ESO on September 3, 2015 6:07AM
    Original DC #Bloodthorn2014
    CoFounder - Terror
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  • ishilb14_ESO
    ishilb14_ESO
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    @ZOS_GinaBruno @ZOS_SamuelB

    Bump

    Several classes had changes to their racial passives in IC patch, when will Dunmer be included in the "FIX" list?

    Adding @ZOS_JessicaFolsom to this so maybe we can get some feedback.
    Edited by ishilb14_ESO on September 3, 2015 6:39AM
    Original DC #Bloodthorn2014
    CoFounder - Terror
    Officer - Mega Best Friends
    Officer - Eminent Gaming


  • mrskinskull
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    Vynist wrote: »
    I posted awhile ago about how Fire Resist Glyphs were not updated to reflect the new number point system that 1.6 changed. Gina confirmed what I said here.
    Hi guys! We can confirm that resist enchants are lower than we’d like them to be. In our next major update, we’ll be increasing the effect of the resist enchants (including the Fire Resist Glyphs mentioned in this thread) so they’re higher than what you’re currently seeing, though not as high as they were prior to Update 6.

    The only reason why I post this is because I don't want to read the patch notes for 1.7 one month from now and see that they missed Fire Resist glyphs.

    That is all! :)

    Maybe they hot fixed it?
  • Sylvyr
    Sylvyr
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    @ZOS_GinaBruno @ZOS_SamuelB

    Bump

    Several classes had changes to their racial passives in IC patch, when will Dunmer be included in the "FIX" list?

    Adding @ZOS_JessicaFolsom to this so maybe we can get some feedback.

    #fixdunmerresist
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