But if we have a high recast cost (as mentioned on a recent "ESO Live!" and use this to catch projectiles why nerf the time the ball lasts?tinythinker wrote: »
Ball Lightning (Bolt Escape morph): Reduced the duration of the orbs from this ability to 1.5 seconds from 6.5 seconds.
So what takes its place?Frost Touch and its morphs will no longer apply a half-second stun to the target.
@ZOS_GinaBrunoZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
BASE-GAME PATCH
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.
<> not equalsZOS_GinaBruno wrote: »
- 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.
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• 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 =/
Also, great nerf to bow passives speed utility. We can finally file the bows use solely under sneak attack openers for stamblades.
@ZOS_GinaBruno Not sure if I missed it, but we're fire resistance glyphs/passives increased in this update?
ZOS_GinaBruno wrote: »@ZOS_GinaBruno Not sure if I missed it, but we're fire resistance glyphs/passives increased in this update?
Check under Crafting & Economy, under the Enchanting header.
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%.
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).
YES THIS^^^^
They need to make magick detonation the true anti zerg ability. 30 people grouped up within 10m of each other should be decimated with one cast of this just to discourage stacking up like that.
The Battle Spirit buff has been adjusted and now has 30% more damage reduction, 35% less healing received, and 50% less damage shield strength.
Dagoth_Rac wrote: »
I thought buff servers were going away but I didn't see any notes relating to PvP buffs not applying to PvE.
• 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 =/
Then they can do what they did to Scales and limit the number of projectiles it absorbs in the (longer) duration. Simpler solution.tinythinker wrote: »But if we have a high recast cost (as mentioned on a recent "ESO Live!") and use this to catch projectiles why nerf the time the ball lasts?Ball Lightning (Bolt Escape morph): Reduced the duration of the orbs from this ability to 1.5 seconds from 6.5 seconds.
Because it's being used effectively as an even stronger version of Reflective Scales (6.5 seconds vs 4 seconds). Bolt not to run away, but to hide behind the orb, completely nullifying a large portion (or potentially all) incoming caster damage.
Without the stam regen there is no reason for anyone to be a WW in PvP.