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My thoughts on the new patch after a few days.

  • manny254
    manny254
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    ✭✭
    xaraan wrote: »
    • Nightblades cloak seems a bit too strong now and you cannot attack them with detect pots/single target attacks anymore as was previously feared by many. After much testing with an enemy nightblade, the only decent way to counter them is to run radiant magelight. Secondary might be blanketing an area with flare.

    Are you sure about this? Pretty sure Gina said that the detect potions working on nb cloak was NOT in the update and was just a rumor.

    Also from the streams that I have been watching, it seems pretty clear that single target attacks are still pulling nbs' out of cloak. First night on sypher's stream he tested this out and each hit was pulling his magicka nb out...at least that's how I remember it.

    twitch.tv/kerviz/v/9076731

    Go to 3 hours 36 mins

    While using a detect pot point blank I could not hit him with light attacks, and flying blade also did not work.
    Edited by manny254 on July 31, 2015 1:50AM
    - Mojican
  • ScruffyWhiskers
    ScruffyWhiskers
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    Wow. That is crazy. Thanks for the link. i have been watching some of Kerviz too and must have missed that.

    So while you can still "see" the nb in cloak, you can't attack them. I really don't know about this. I can't see how this will be good for the game. If you are detected you should be vulnerable.

    My biggest gripe with cloak was when you cloaked but then got pulled out by an attack. I can't count the number of times I've had to spam cloak just to get one to hold when a player was chasing me with single target attacks. I thought that's what I saw happening to sypher on his stream the first day. He would cloak and if the attacker started his attack just as the cloak popped off, it would dispel the cloak and instantly reveal him. I wouldn't mind the damage still going through but short of a detect potion, flare, mage light etc. your cloak should hold for the 2.9 seconds.
  • Domander
    Domander
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    Wow. That is crazy. Thanks for the link. i have been watching some of Kerviz too and must have missed that.

    So while you can still "see" the nb in cloak, you can't attack them. I really don't know about this. I can't see how this will be good for the game. If you are detected you should be vulnerable.

    My biggest gripe with cloak was when you cloaked but then got pulled out by an attack. I can't count the number of times I've had to spam cloak just to get one to hold when a player was chasing me with single target attacks. I thought that's what I saw happening to sypher on his stream the first day. He would cloak and if the attacker started his attack just as the cloak popped off, it would dispel the cloak and instantly reveal him. I wouldn't mind the damage still going through but short of a detect potion, flare, mage light etc. your cloak should hold for the 2.9 seconds.

    That's weird, I have been on both sides of stuff going through cloak. Maybe someone was using mage light or it's aoe's hitting/breaking it. Aoe is supposed to hit, and it's supposed to be the counter play.

    It might just be buggy, because I swear single attacks were breaking my cloak constantly. Spamming it, trying to get one to hold is exactly the way I'd describe it.

    Single attacks missing even though you can see the nightblade is exactly the way I expected it to work. Aoe being the thing needed to break it.
    Edited by Domander on July 31, 2015 2:24AM
  • xaraan
    xaraan
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    Domander wrote: »
    Wow. That is crazy. Thanks for the link. i have been watching some of Kerviz too and must have missed that.

    So while you can still "see" the nb in cloak, you can't attack them. I really don't know about this. I can't see how this will be good for the game. If you are detected you should be vulnerable.

    My biggest gripe with cloak was when you cloaked but then got pulled out by an attack. I can't count the number of times I've had to spam cloak just to get one to hold when a player was chasing me with single target attacks. I thought that's what I saw happening to sypher on his stream the first day. He would cloak and if the attacker started his attack just as the cloak popped off, it would dispel the cloak and instantly reveal him. I wouldn't mind the damage still going through but short of a detect potion, flare, mage light etc. your cloak should hold for the 2.9 seconds.

    That's weird, I have been on both sides of stuff going through cloak. Maybe someone was using mage light or it's aoe's hitting/breaking it. Aoe is supposed to hit, and it's supposed to be the counter play.

    It might just be buggy, because I swear single attacks were breaking my cloak constantly. Spamming it, trying to get one to hold is exactly the way I'd describe it.

    Single attacks missing even though you can see the nightblade is exactly the way I expected it to work. Aoe being the thing needed to break it.

    I run Radiant consistently on my guy and it doesn't seem to give away that I detect NBs. They constantly cloak and I just follow them and light attack them to annoy them (I can't really kill on my healer). So could have been magelight.

    Though that video manny posted above with kerviz is weird. Not the behavior I'd expect from either side the dark cloak/det pot pov.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Farorin
    Farorin
    ✭✭✭✭✭
    I agree with a lot of the OP.

    This is what I disagree with and why:

    NB cloak being too strong
    I disagree, here is why. As I was being jacked up by some Nightblades while playing my templar, I realised it is now a pretty decent move to use, so it sucks less YAY considering I like NBs myself. But the problem was, these NBs were killing my templar very consistently, so I just slotted a flare, and took them all out. I don't think cloak is too strong seeing as how stupidly easy it was to counter, literally as soon as I hit them with a flare, I was able to wipe all the nightblade out consistently after that as it took away their only defense and they had no other defensive or healing capabilities.

    When someone dies they are respawned at their safe pedestal rather than at their safe house, making it easier for them to reclaim lost stones at almost no risk:
    I personally came across this issue, but then quickly realized if I didn't want it to happen to me, I just had to be mobile and move away from their spawn point after killing them. I think this is just something people will learn with time, they kill a player, get some TV stones, player respawns and claims them back, so next time what happens is, they kill a player, get some TV stones, then run to a different area, not allowing the same player to get revenge, or forcing that player to actually go out looking for them away from their spawn area.

    The mention of how the TV stone system works:
    I personally really enjoy how it works, i would be very sad to see a decrease in TV loss on death, although I can understand the views of others in the matter, my only hope is that if they do decide to decrease the player death drop rate from 100% that they only reduce it by a very small margin, to say 95% or 90% of stones dropped instead of 100. In general though, lowering the risk of loss seems like a bad idea to me, and I think as people get more used to the IC they will play less defensively, and that will open up the gameplay, and make things more interesting. Also while I can understand how you would suggest NBs have a bit of an advantage due to increased ability to escape, they are counter able. I personally had more trouble holding onto a wriggling sorc trying to escape, than a NB.

    As I said before, almost all of the other points raised, and suggestions I agree with when it comes to the things I myself have tried out and formulated an opinion on some other things I am of no mind or opinion about until I try them myself.

    Nice post, and it's good to see some well thought out points based on experience rather than just fear mongering and rage threads on the forums. Good job OP! :)

    *edited for better format of points discussed
    Edited by Farorin on July 31, 2015 2:50AM
  • xaraan
    xaraan
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    One additional thing I forgot in my OP was that the travel to player still works if you join a group with them and are not home or guested in a campaign. But it was an issue that is known I believe and they said would be fixed by live.

    Farorin, I can see how cloak can be equalized that way (I use magelight, helps as well) but I think there are other weird things going on with it right now, so might not be worth sweating over until it's polished.

    As for the spawn, yeah, you can be mobile sometimes, but sometimes when group v group you're still fighting the rest when the dead respawn and it becomes an endless line. That's my concern I guess.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Domander
    Domander
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    manny254 wrote: »
    xaraan wrote: »
    • Nightblades cloak seems a bit too strong now and you cannot attack them with detect pots/single target attacks anymore as was previously feared by many. After much testing with an enemy nightblade, the only decent way to counter them is to run radiant magelight. Secondary might be blanketing an area with flare.

    Are you sure about this? Pretty sure Gina said that the detect potions working on nb cloak was NOT in the update and was just a rumor.

    Also from the streams that I have been watching, it seems pretty clear that single target attacks are still pulling nbs' out of cloak. First night on sypher's stream he tested this out and each hit was pulling his magicka nb out...at least that's how I remember it.

    twitch.tv/kerviz/v/9076731

    Go to 3 hours 36 mins

    While using a detect pot point blank I could not hit him with light attacks, and flying blade also did not work.

    Flying blade wouldn't hit them on live either. I've been able to attack them, but single attacks seem to miss, aoe's will pull them out. Lotus fan was working well for this, I'd bet the templar aoe charge would as well.
    Edited by Domander on July 31, 2015 3:46AM
  • xaraan
    xaraan
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    Domander wrote: »
    manny254 wrote: »
    xaraan wrote: »
    • Nightblades cloak seems a bit too strong now and you cannot attack them with detect pots/single target attacks anymore as was previously feared by many. After much testing with an enemy nightblade, the only decent way to counter them is to run radiant magelight. Secondary might be blanketing an area with flare.

    Are you sure about this? Pretty sure Gina said that the detect potions working on nb cloak was NOT in the update and was just a rumor.

    Also from the streams that I have been watching, it seems pretty clear that single target attacks are still pulling nbs' out of cloak. First night on sypher's stream he tested this out and each hit was pulling his magicka nb out...at least that's how I remember it.

    twitch.tv/kerviz/v/9076731

    Go to 3 hours 36 mins

    While using a detect pot point blank I could not hit him with light attacks, and flying blade also did not work.

    Flying blade wouldn't hit them on live either. I've been able to attack them, but single attacks seem to miss, aoe's will pull them out. Lotus fan was working well for this, I'd bet the templar aoe charge would as well.

    No, he is saying you see them but attacks won't trigger, not like they miss. Like when you are in a city and can't attack an NPC if you have it set to not harm friendlies and your abilities just won't work.

    What was supposed to change (from my understanding) was that, for example, if I trigger an attack like a shard and you cloak, it's not supposed to hit you and bring you out of cloak. Maybe that was a misunderstanding on my part. But what is actually happening is a bit odd if you watch that video posted above.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Yattaq
    Yattaq
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    Preyfar wrote: »
    Who says we're not paying attention to it?
    I think the biggest question is players may not know the direction the game is being taken. Is the zero stamina on blocking to make the game more exciting? To fix perma-blocking? There's not been a Road Ahead in a while, and I think players really need to/want to know more of what direction the game is taking. Not everybody watches the ESO Live videos.

    You chose to ignore one of their most regular sources for communicating with players, and that's somehow ZoS's fault? I understand not everyone watches the stream or knows about it, but if people want answers to questions that have been addressed, they should put forth the minimal amount of effort to find them. Every ESO live usually gets summarized by a handful of players across these forums and reddit, so you don't even have to watch to get the big hits.

    Road Aheads were generally about super high level changes to the game anyway; they weren't granular enough to address sort of specific combat mechanics.
  • Morvul
    Morvul
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    I agree with almost every statement of the OP, so I'll just focus on the bits I disagree with below:

    - CC: personally, I think it's fine the way it is for 1v1/small group fights. It might even be a bit weak in big fights. I say this from the perspective of a build that pretty much could not be countered if CC were to be made any weaker...
    - loss of tel var stones: personally I would advocate keeping the 100% loss on player kill. But, if a reduction is seen as better by the majority, I would still argue that anything below 50% loss on player kills turns this mechanic from an actual threat into a minor annoyance...
  • Corpsage
    Corpsage
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    Farorin wrote: »

    When someone dies they are respawned at their safe pedestal rather than at their safe house, making it easier for them to reclaim lost stones at almost no risk:
    I personally came across this issue, but then quickly realized if I didn't want it to happen to me, I just had to be mobile and move away from their spawn point after killing them. I think this is just something people will learn with time, they kill a player, get some TV stones, player respawns and claims them back, so next time what happens is, they kill a player, get some TV stones, then run to a different area, not allowing the same player to get revenge, or forcing that player to actually go out looking for them away from their spawn area.


    I totally disagree with Farorins counterpoint to this. As someone who experienced, time after time, the SAME group of players running around a spawn point picking off a group of us one by one. Not dropping ANY TV Stones for them. Not providing AP. There was no incentive to kill. They just want to spawn camp and kill for the "fun" of it.

    That being said, I like OP's idea of spawning in the safe zone. In addition, when you do enter the city from the safe zone you should be spawned into your chosen district at random rather than the couple spawn points ZOS has decided to chose for us that are beyond easy to camp. Random rooftops, the Sewer entrances/exits, in hallways, just somewhere where we can avoid falling prey to a swarm of players who feel the need to kill for no reward.

    Also wanted to put in my two cents on the TV Stone system and a thought I had on stream today while discussing it with other players. If you decreased the reward from deaths to players to 20-50% (I know this seems soft but hear me out) I feel it would cause a chain reaction of awesome. I'd like to think that its even less incentive to kill players with little to no stones. While you would of course have to kill a player to discover this, after seeing a player or group of players have no stones you would think that enemy players would move on. Unless they already set camp for the evening.. In addition, when you do kill a player with a high amount of stones and seeing "OMG, I just got 100 stones off this ONE GUY!" This, seems like incentive to try and track that player down again through the City Districts, Sewers, or wherever you think they may have spawned. Makes sense, no?

    Lastly, OP 10/10 upvoted.
    Edited by Corpsage on July 31, 2015 7:16AM
    Corpsage The Blackened - V16 Altmer Templar DC
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    The Lord Corpsage - 5 Altmer Sorcerer DC
    We are the many who is One
  • blabafat
    blabafat
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    Stamplar Biting Jabs damage is also too high in PvP. Everyone is spamming it lol
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  • Derra
    Derra
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    I agree on almost everything except for the CC part - which i totally oppose.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Leandor
    Leandor
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    I like the post, but can't comment on many things - will jump on PTS coming weekend only. A few things I would like to expand on a bit, nonetheless.
    • Bug on flying blade: Did you (as in ZOS) manage to replicate the liquid lightning bug from last patch? It suspiciously sounds like it. Stacking brutality, perhaps?
    • Stamina while blocking: I begin to believe that the majority will not be able to just shrug this off (mind, I am a notorious bad blocker so I am for sure in that group). I like the idea of giving back some regen to tanks. My proposal would either be to have both bracing & fortress active, this provides 20% regen back (limit its exploitation probability by nailing the player to 5HA + 1H&S together, which really is a tank tank). Secondly, I agree to each block enchantment giving 10% back since you forgo the cost reduction enchants for this. This then just needs to replace the block cost reduction part on the enchant. Altogether, this would bring you back to 50% regeneration - a fair compromise.
    • Another compromise would be to have the 5-HA perk give you precisely 400 (or 500 or 300, community tanks to give input) stamina per second while holding block. This is a flat value cannot be modified in any way by enchants, skills, passives, potions, food or whatever provides bonus regeneration. The only thing still working is the flat stamina from a potion (as said - not the regen) or skills like the spear shard synergy (again, only flat number recovery, no regeneration bonuses count).
    • Do not limit the criticism to proximity detonation, because inevitable is a similar fail. Since it has such a large arming timer, huge tell mechanism and in conjunction with the fact that it can be blocked, this skill has exactly one use: prevent NBs from cloaking away. If you want a zerg buster in that ability, this needs to be made unblockable. Reduce the base damage to 50% of existing (not counting in addition to the Battle Spirit change; neither I nor anyone else should want a 1-shot-ability for single targets that cannot be reduced/purged/prevented) and give it a 5% bonus damage for each target beyond 1 it hits. Actually, this should be the better scaling morph of the two, since at least it provides a tell to react upon - proximity does not.
    • They should make existing pvp sets available for V15/16 for AP and limit TV to the new sets. In case you are hesitant because of deconstructing/craft materials gain for those that have banked 12 million AP: Make these have a zero chance to yield ingots/cloth/leather as well as style materials and only yield upgrade and trait materials. You have a similar mechanic with the white 0-gold-items from looting. Don't make my last year of enduring the issues in Cyrodiil completely worthless.
    • Barrier is also a long standing complaint for me. In order to retain its use, the mechanic itself in my opinion should not be changed too much. But the two changes necessary to prevent chaining barrier are:
      1. You cannot refresh barrier - if you have a barrier active and another barrier is cast (even if it is the other morph) only duration should be reset, not strength or function.
      2. Getting a barrier makes you immune to a second barrier within 10 seconds.
    • The glass motif. If you think about the fact that getting the right page after collecting all these (s)crap(s) AND dumping 25k gold is depending on RNGeezus... I can't even... If you at least could decide which chapter you get (and lore/realism be b0rked), but no, full RNG mode.

      Now, if the rumor is true (don't remember seeing any official confirmation/refutation) and you can't even sell/trade the page if you get the wrong one... That is so messed up I really can't even find words. My mind drifts towards rage fueled reactions that may be unwanted.
    Hm, another wall of text. I really need to learn to make my point in a more concise manner... Thanks for enduring my spiel, dear reader.

    EDIT: Fixed wording to make things a bit clearer.
    Edited by Leandor on July 31, 2015 9:55AM
  • Takllin
    Takllin
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    blabafat wrote: »
    Stamplar Biting Jabs damage is also too high in PvP. Everyone is spamming it lol

    Did they buff it from live? I see a lot of Stamplars spamming that, I do it myself when I play mine.
    Jadokis - AD Redguard DK v16 AR 18
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    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
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    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Elsonso
    Elsonso
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    Yattaq wrote: »
    Preyfar wrote: »
    Who says we're not paying attention to it?
    I think the biggest question is players may not know the direction the game is being taken. Is the zero stamina on blocking to make the game more exciting? To fix perma-blocking? There's not been a Road Ahead in a while, and I think players really need to/want to know more of what direction the game is taking. Not everybody watches the ESO Live videos.

    You chose to ignore one of their most regular sources for communicating with players, and that's somehow ZoS's fault? I understand not everyone watches the stream or knows about it, but if people want answers to questions that have been addressed, they should put forth the minimal amount of effort to find them. Every ESO live usually gets summarized by a handful of players across these forums and reddit, so you don't even have to watch to get the big hits.

    Road Aheads were generally about super high level changes to the game anyway; they weren't granular enough to address sort of specific combat mechanics.

    He does have a point, though. They have not shared whatever direction they have in mind for class and race balance in the game. Either they think it is plainly obvious to everyone, they don't know themselves, or it is part of the super secret plan and we do not get a decoder ring for that.

    XBox EU/NA:@ElsonsoJannus
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    X/Twitter: ElsonsoJannus
  • Lionxoft
    Lionxoft
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    Who says we're not paying attention to it?

    The state of the game says quite a bit.
  • xaraan
    xaraan
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    ✭✭✭✭✭
    Leandor wrote: »
    I like the post, but can't comment on many things - will jump on PTS coming weekend only. A few things I would like to expand on a bit, nonetheless.
    • Bug on flying blade: Did you (as in ZOS) manage to replicate the liquid lightning bug from last patch? It suspiciously sounds like it. Stacking brutality, perhaps?
    • Stamina while blocking: I begin to believe that the majority will not be able to just shrug this off (mind, I am a notorious bad blocker so I am for sure in that group). I like the idea of giving back some regen to tanks. My proposal would either be to have both bracing & fortress active, this provides 20% regen back (limit its exploitation probability by nailing the player to 5HA + 1H&S together, which really is a tank tank). Secondly, I agree to each block enchantment giving 10% back since you forgo the cost reduction enchants for this. This then just needs to replace the block cost reduction part on the enchant. Altogether, this would bring you back to 50% regeneration - a fair compromise.
    • Another compromise would be to have the 5-HA perk give you precisely 400 (or 500 or 300, community tanks to give input) stamina per second while holding block. This is a flat value cannot be modified in any way by enchants, skills, passives, potions, food or whatever provides bonus regeneration. The only thing still working is the flat stamina from a potion (as said - not the regen) or skills like the spear shard synergy (again, only flat number recovery, no regeneration bonuses count).
    • Do not limit the criticism to proximity detonation, because inevitable is a similar fail. Since it has such a large arming timer, huge tell mechanism and in conjunction with the fact that it can be blocked, this skill has exactly one use: prevent NBs from cloaking away. If you want a zerg buster in that ability, this needs to be made unblockable. Reduce the base damage to 50% of existing (not counting in addition to the Battle Spirit change; neither I nor anyone else should want a 1-shot-ability for single targets that cannot be reduced/purged/prevented) and give it a 5% bonus damage for each target beyond 1 it hits. Actually, this should be the better scaling morph of the two, since at least it provides a tell to react upon - proximity does not.
    • They should make existing pvp sets available for V15/16 for AP and limit TV to the new sets. In case you are hesitant because of deconstructing/craft materials gain for those that have banked 12 million AP: Make these have a zero chance to yield ingots/cloth/leather as well as style materials and only yield upgrade and trait materials. You have a similar mechanic with the white 0-gold-items from looting. Don't make my last year of enduring the issues in Cyrodiil completely worthless.
    • Barrier is also a long standing complaint for me. In order to retain its use, the mechanic itself in my opinion should not be changed too much. But the two changes necessary to prevent chaining barrier are:
      1. You cannot refresh barrier - if you have a barrier active and another barrier is cast (even if it is the other morph) only duration should be reset, not strength or function.
      2. Getting a barrier makes you immune to a second barrier within 10 seconds.
    • The glass motif. If you think about the fact that getting the right page after collecting all these (s)crap(s) AND dumping 25k gold is depending on RNGeezus... I can't even... If you at least could decide which chapter you get (and lore/realism be b0rked), but no, full RNG mode.

      Now, if the rumor is true (don't remember seeing any official confirmation/refutation) and you can't even sell/trade the page if you get the wrong one... That is so messed up I really can't even find words. My mind drifts towards rage fueled reactions that may be unwanted.
    Hm, another wall of text. I really need to learn to make my point in a more concise manner... Thanks for enduring my spiel, dear reader.

    EDIT: Fixed wording to make things a bit clearer.

    All good stuff. Thanks for sharing that.
    Edited by xaraan on July 31, 2015 3:34PM
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • xaraan
    xaraan
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    Derra wrote: »
    I agree on almost everything except for the CC part - which i totally oppose.

    Maybe now with time to kill being lower it won't feel like insta-death to get CC'd without stam, but I also feel like stam will be an even bigger issue with the blocking nerf in pvp now. I guess for me it just felt overly punishing to magicka builds that didn't have the stamina to break out again and again (I can tell a huge difference playing one of my stam builds over my magicka builds in dealing with this issue).
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Edited by ThatNeonZebraAgain on July 31, 2015 3:42PM
    Gore-of-the-Forest Argonian Nightblade
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  • Stalwart385
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    I do agree that NB are a bit OP in the PvE/PvP meta. Say you are fighting through a bunch of mobs. They are for the most part randomly attacking both of you. A NB hits cloak and suddenly all the mobs jump on you.

    Other players can use invis pots so I'm not screaming nerf here, but it is a noticeable class advantage.
  • LunaRae
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    Yea - not sure what combination is being used to make biting jabs deal insane damage, but that's probably the most frequent and annoying thing I'm seeing Templars do in IC. It is doing insane amounts of damage, much like those 20+k flying blades we're seeing, something isn't right.
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  • Stalwart385
    Stalwart385
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    LunaRae wrote: »
    Yea - not sure what combination is being used to make biting jabs deal insane damage, but that's probably the most frequent and annoying thing I'm seeing Templars do in IC. It is doing insane amounts of damage, much like those 20+k flying blades we're seeing, something isn't right.

    I did notice that also. I think its an armor/spell pen thing.
  • Sidney
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    Yattaq wrote: »
    Preyfar wrote: »
    Who says we're not paying attention to it?
    I think the biggest question is players may not know the direction the game is being taken. Is the zero stamina on blocking to make the game more exciting? To fix perma-blocking? There's not been a Road Ahead in a while, and I think players really need to/want to know more of what direction the game is taking. Not everybody watches the ESO Live videos.

    You chose to ignore one of their most regular sources for communicating with players, and that's somehow ZoS's fault? I understand not everyone watches the stream or knows about it, but if people want answers to questions that have been addressed, they should put forth the minimal amount of effort to find them. Every ESO live usually gets summarized by a handful of players across these forums and reddit, so you don't even have to watch to get the big hits.

    Road Aheads were generally about super high level changes to the game anyway; they weren't granular enough to address sort of specific combat mechanics.

    The problem with this is with text we can skim or control+f to find certain topics but in a video we have to watch the whole thing in case what we are after is a 1O second piece. Not sure if their videos have captions but if they don't that's yet another issue.
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  • kaithuzar
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    FENGRUSH wrote: »
    Who says we're not paying attention to it?

    Certainly dont seem to be paying attention to the 6 months of stam sorc threads where ZOS assured positive changes or the ones open on this subforum.

    Players like to see ZOS post and is paying attention. Opening up a line of communication on decisions or why things are done would be even a great step in enhancing that relationship as well though.

    @FENGRUSH , sorc's are the most OP thing in PVP due to shield stacking; if you don't wanna play your class the normal way re-roll a nb, why did you pick a sorc anyways if you want to be duel wield non-magic using or some type of hybrid?
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  • kaithuzar
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    @ZOS_RichLambert
    I agree with sorc shield stacking being OP, proxy det being a disappointment, crafting being too difficult/crown store setup, Alliance points need to be converted to tel var stones or new pvp vendor sets need v16 buffs.

    Tel var stones have a really high difficulty to get a lot of them, but IMO most of those sets suck & need more work, they are primarily around stam users with little magic bonus.
    Right now I have 5k tel var stones & I wouldn't spend it on a single set because they just aren't good enough to be worth it when compared to what I alread have.
    People like flat rate, something that has a 10% chance on x is not reliable or worth it UNLESS there is an in game bug causing it to PROC WAY MORE than it should! As soon as it goes to "normal proc rate" nobody uses it any longer.

    OP ARMOR SHOULD BE OP!
    Edited by kaithuzar on July 31, 2015 6:13PM
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  • trippingchrissy
    kaithuzar wrote: »
    @ZOS_RichLambert
    Tel var stones have a really high difficulty to get a lot of them, but IMO most of those sets suck & need more work, they are primarily around stam users with little magic bonus.
    Right now I have 5k tel var stones & I wouldn't spend it on a single set because they just aren't good enough to be worth it when compared to what I alread have.

    I've been trying to put my feelings about TV stones into an actual coherent statement, and while I'm still trying to get it all in place, I'd like to agree with this, in part.

    I've got about .. 2500? stones - something like that. And I am saving them up to see what the 6k box gets me - bc no lie, I want a sweet sweet polymorph like nobody's business. That said, I'm not really loving most of the item sets I can buy from the merchants, and the idea of spending 500 stones on a sigil that will take 8s to take me back to base seems like a waste of stones.

    I'm sure part of it is bc TV stones are new, but quite a few times I found myself with 200-300 stones like "Oh dip! I didn't realize how many I had! I should bank these!" And then I began the long walk back to my home base. I'm not a gambler, so I'm not going to roll with thousands on me like some - I'll probably play more conservatively. But even when I get a stockpile? I haven't seen anything to spend them on besides the chance at the polymorphs.

    (As a side note - is it actually correct that the V15 blues are 1k stones, and the V15 purples are 10k stones? Why wouldn't someone just buy the blue and upgrade it themselves? Some of us have loads of upgrade mats lying around.)
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  • PBpsy
    PBpsy
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    My biggest problem with the IC is that the mobs in the city are a bit to hard to kill and do too much damage also. it is not that i dislike the difficulty and I think that their difficulty would be actually cool for an instanced dungeon. The problem is that it feels like I am fighting mobs too much instead of players, in a PVP zone

    The TV stone 100% on kill makes the system completely pointless in my opinion. In its current state it is something I will ignore. I will never hunt for stones and i will never go for the bank.I say snip the TV stones. If I need them for crafting I will just find some risk free farming method. For me they do not add any excitement since i don't give a damn.


    What I like is that the IC introduced something like team DM with fast respawn which means that I will probably not go into the Horse Sim 2014 ever again . The only thing that will kind of ruisn this for me is the fact that many will actually take the TV system serious and it will not be about fun fast chaotic pvp it will be about efficient zergs farming TV stones.



    Mechanics wise. The blanket damage/heal reduction is ridiculous unfortunately. The game system is much more complex and dynamic for this kind of change to actually work. The average TTK has increased but I have seen more invincible builds and stalemates in this build than before. It is now bit more erratic.I had fights that wouldn't end as much as I had fights where I didn't even know what happened.
    Edited by PBpsy on August 2, 2015 5:45PM
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  • xaraan
    xaraan
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    I ran WGTower normal and vet this morning with Erlex, here is his stream of it (It's a long vid though) (can't get the past broadcast to imbed, so here is a link to copy/paste: www.twitch.tv/erlexx/v/9328616) if you are interested in seeing some of the mechanics. Still getting a feel for this, but the dungeon itself and mechanics of boss fights were really interesting.

    I was running my NB tank with the same gear I used on Live here, the first time we attempted it the other day I used my Templar tank with the new Black Rose set. I found the NB a bit better resource wise, but stamina is still crazy tight. DK might be the best bet, so I guess I'll dust off my DK Tank and try him soon. Ranged DPS seems easier in many of the fights than melee, but either way it's doable. I think once you get the mechanics down and get some nice new gear the dungeon runs will be smooth, but definitely very challenging as it stands.
    Edited by xaraan on August 2, 2015 3:03AM
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  • xaraan
    xaraan
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    Also, want to add my thoughts on some of the new added sets:


    (Posted what sets I've seen shot or found online here so far: http://tamrielfoundry.com/topic/gathering-screen-shots-of-new-imperial-city-sets/)

    Mara's Blessing - THANK YOU ZoS for finally making a quest reward that is decent and part of a set drop. Hopefully players realize however you need to do this quest at max level so you get the v16 version since you can't redo the quest portion. It might drop elsewhere in the vaults as well, haven't opened one yet, but if not could be an interesting thing to take note of.

    A lot of the sets now have pretty decent 2-4 piece options for mixing and matching a bit better even if you don't like the five piece. And the random traits, though I'm sure it always sucks to get the crappy ones in a drop, will be nice to have the good trait versions out there to find. I also found it odd that some of them seem to drop in various armor types (like some obvious tanking sets dropping in non-heavy as well as heavy) but I guess with undaunted passives that can be a bonus for many.

    Sets that stuck out for good or bad:

    Agility set - I think this may be an old dungeon drop 3pc set scaled up to v15/16 drops in those dungeons. But it is kind of a lame 3pc bonus - not too many people running sword/board will need a small weapon power increase that they can probably get the same or more of from running two hander or dual wielding. But if it's an old set, I can understand why it wouldn't be revisited.

    Molag Kena 2pc - This is a bit overpowered IMO, but just for the first trait. I think we'll see every stamina build running the head or shoulder of this set, even if they don't use the 2pc of it. Personally I think it should be cut down to like an 85 power bonus to both weapon and spell power - it will still be use if someone wants to run as a one piece and it will be more useful to hybrid builds they way the 3pc seems targeted.

    Shield Breaker set - Not really useful as is. No, doesn't need to be a one-shot win set, but for a 5pc, I'd expect it to be more useful. Combined with better (not that the 2-4 on this is bad) but other sets let you stack more damage and a better 5pc like Hundings would just be more beneficial than this (especially if you make the change to criting on shields). Why only do 1K damage to guys with shields when you could probably up your damage by more than that on everyone? Perhaps something like letting 25% of your damage go through the shield would actually make this one useful.

    Black Rose set - Will be almost a necessity for tanking in many builds. Though the 2-4pc fits with the set, for what you give up having to run this set for the 5pc you also lose a lot of good 2-4 pc bonuses from other sets that help various builds. I'm not a fan of the no stam while blocking (but fall somewhere in the middle thinking there should be a penalty). One of the things I don't like is how it limits the variety of decent builds out there in a game where there are already a limited number of strong builds.

    Reactive set - Not a bad set at all, BUT not really worth running over all the other options in the game. I'd lose the 4pc health bonus and maybe add more stam regen, but it's not bad. Mostly I'd considering upping the 5pc bonus by 5-10%. You have to remember, a lot of 5pc bonuses in the game are useful 100% of the time in a fight (add damage or cost reduction or other) and some, like this, are only going to be useful for certain small situations - getting CC'd without having stam to break free. Maybe combine the damage reduction with a break free cost reduction as well would make it worthwhile. (I realize there are sets that give 5pc break free reduction, like the pvp gear - but no one uses those for a reason - mentioned above).

    The 3 crafted sets - Not great. Probably the best is the Armor Master for tanking, but even that isn't great compared to some other sets. But the other two, Redistribution and Noble Conquest, have horrible 2-4 bonuses (something I think should be better on crafted sets for mixing and matching - how about a set that adds regen to all three stats instead of just adding x amount to them - we've seen that in Arena already). The five pieces of those two are 'ok' but again, better options are out there. Maybe that's by design, making the better stuff come from drops and the stuff you can make readily a little less desirable, but many crafters are going to see this as well and not be happy.

    Shock set - don't have it in front of me, I think its' on my PTS guy and I didn't cap it yet. Called overpower or something like that...? But it is a bit strong, maybe since it's a melee range radius on the caster you thought it would be ok to be strong - we'll see how it goes. But it will definitely be on a lot of sorcs and adding to their already powerful damage output.

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