ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
BASE-GAME PATCH
Cyrodiil Updates
Cyrodiil Campaign Changes
Campaigns are undergoing rule changes for encouraging different styles of gameplay within the campaigns, including non-veteran campaigns now lasting 7 days instead of 5 days.
- Azura: Ownership of keeps, resources, Elder Scrolls, and outposts will generate one point each per scoring cycle, and lasts 30 days.
- Blackwater Blade (non-Veteran only): Ownership of keeps, resources, Elder Scrolls, and outposts will generate one point each per scoring cycle, and lasts 5 days.
- Chillrend: Keeps, outposts, and resources will generate zero points. Ownership of Elder Scrolls will generate one point per scoring cycle, and lasts 7 days.
- Haderus: Keeps, outposts, and Elder Scrolls will generate zero points. Ownership of resources will generate one point per scoring cycle, and lasts 7 days.
- Thornblade: Resources, outposts, and Elder Scrolls will generate zero points. Ownership of keeps will generate one point per scoring cycle, and lasts 7 days.
Greatargonianelder wrote: »I hope we get a veterinarian sever because a level 10 is now level 50. So what there saying is that you don't have to play the game because when you go to pts your a veterinarian so. All the people that worked to get to veterinarian good job but we don't care lets make your hard work for nothing.
What I don't get is we can't play on severs 1-49 but they can play on the veteran server. Know with the new update make a new charter get him or her to level 10 then join the vet sever and your a level 50.
A lot of my friends 346 of them do not like this update all we wont is to have vet servers. What we don't want is level 10 become level 50 when there going on the servers 1-14v severs. I know your trying to help low levels but making them level 50 that has mad a lot of people made.
@ZOS_BrianWheeler
OK soo..
All campaigns except Azuras are now 7 days?
If you want to get campaign rewards for the solo player and small groups, you want to home on Haderus, as all that matters are resources, no point in taking Keeps or Elder Scrolls.
Guild groups who want to get thier alliance better and get campaign rewards will want to gravitate tword Thornblade again, as the Keeps are the main things needed to raise their Alliance to get better campaign rewards.
Still trying to think of who would want to do Chillrend, as keeping the Elder Scrolls will basically be zergs coming in, capping everything keep on the map, taking all the Scrolls, to be replaced by the next factions zerg flipping the map.
So no fix for Breton 3% reduced cost passive(which is terrible compared to high elfs 12% regen) Regen>Reduced Cost
ZOS_GinaBruno wrote: »[*] Adjusted the note next to Aldmeri bounty boards to allow easier interaction with the bounty board.
Few quick questions/comments.....
- No change to detect pots?
- No change to Nirn?
- Without the stam regen there is no reason for anyone to be a WW in PvP. Add to that the reduction in damage to vamps and everyone will now be a vamp.
No, only dungeons have been scaled up to VR16 at this time.@ZOS_GinaBruno Can you please confirm if trials and vdsa have been scaled to vr16, you mention dungeons but not trials?
ps. nice arrow to knee reference
Heh, gotta get my kicks in somewhere!
That was our mistake. Just added a patch note for Nirnhoned under Itemization, but will post it here as well:Is it just me or did anybody else not read anything about nirnhoned armor being fixed/reduced? I REALLY hope they just forgot to add that in the patch notes.....
• Vampire
o Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Why... Why nerf Vampirism again..?
The difference between a vampire and a werewolf is that the vampire is PERMANTELY! in their monster form, they carry both weaknesses and strengths at the same time! Give us back our Supernatural Recovery passive, without the need to slot an ability! Its -core- to the vampire experience in ESO, do not take it away please =/
This makes no sense, both in terms of game mechanics AND lore. Even your own lore-writers state that vampires of noxiphilic sanguivoria gain increased health regeneration, yet in the actual game its an outright decrease.
Please, make vampires into a more true elder scrolls experience.. instead of this stuff where you're watering it down to nothing but another skill-line. As a vampire-lorewhore, this is outright depressing to see.
Also please leave our weakness alone, there is no need to decrease it further =/
ZOS_GinaBruno wrote: »We'll work on getting everyone's gameplay questions as soon as possible, but in the meantime...
No, only dungeons have been scaled up to VR16 at this time.
Gilliamtherogue wrote: »
"The Nirnhoned trait now increases Spell Resistance on the piece of armor it’s attached to, rather than increasing your total Spell Resistance."
Do you even read?
• Vampire
o Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
Why... Why nerf Vampirism again..?
The difference between a vampire and a werewolf is that the vampire is PERMANTELY! in their monster form, they carry both weaknesses and strengths at the same time! Give us back our Supernatural Recovery passive, without the need to slot an ability! Its -core- to the vampire experience in ESO, do not take it away please =/
This makes no sense, both in terms of game mechanics AND lore. Even your own lore-writers state that vampires of noxiphilic sanguivoria gain increased health regeneration, yet in the actual game its an outright decrease.
Please, make vampires into a more true elder scrolls experience.. instead of this stuff where you're watering it down to nothing but another skill-line. As a vampire-lorewhore, this is outright depressing to see.
Also please leave our weakness alone, there is no need to decrease it further =/
ZOS_GinaBruno wrote: »We'll work on getting everyone's gameplay questions as soon as possible, but in the meantime...
- The Nirnhoned trait now increases Spell Resistance on the piece of armor it’s attached to, rather than increasing your total Spell Resistance.
Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%.
Were is concealed weapon here ? i mean its still undodge-able ... ??? hurray for all magica builds allways more benefits than stamina. this shows that Zenimax really don't play the game them self...
Leave it to ZoS to hear feedback on something and screw up the implementation. Maxing this ability out (along with other changes) makes it just as bad. If it's for anti-zerging, it should have no max or an extremely high max. With that change, it still gives zergs the advantage against a smaller force (even more so with insta-cast).
Leave it to ZoS to hear feedback on something and screw up the implementation. Maxing this ability out (along with other changes) makes it just as bad. If it's for anti-zerging, it should have no max or an extremely high max. With that change, it still gives zergs the advantage against a smaller force (even more so with insta-cast).
@ZOS_GinaBruno I know this is about pvp, but I really hope you push it to be scaled by the release, it's a huge let down to see trials / vdsa the only competitive pve not being scaled but seeing dungeons get scaledZOS_GinaBruno wrote: »We'll work on getting everyone's gameplay questions as soon as possible, but in the meantime...
No, only dungeons have been scaled up to VR16 at this time.