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Patch Notes: Instead of doubling damage, just make it hit twice.

le.khang94ub17_ESO
So every 1 second the damage hit twice (just like how force shock hits 3 times), leave the tooltip back as it was when it was 0.5 seconds. This way the number of hits over time stayed the same, just slightly delayed, so that Valkyn Skoria and other skills that rely on hits aren't affected.
PS4 NA DC @Saltmaker94
Saltmaker
  • RAGUNAnoOne
    RAGUNAnoOne
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    You don't know? that is the hidden reason why they did it. I bet 5000 gold one or more developers where playing with their non GM account and got hit a lot by that set due to really bad luck hence the call to reduce the tics.
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • MrDerrikk
    MrDerrikk
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    Hopefully they just double the proc chance of sets/abilities (or at least balance them better) after this "fix".
    I have departed into the great unknown that is outside the game and the forums, and wish you well in your Tamriel adventures!

    DC - PC - EU - Australian
    VR11 Mrderrikk: Breton Stam Sorc (Vamp) | VR16 Derrikkinblack: Dunmer Mage DK | VR3 Cuts-Until-It-Dies: Argonian Magicka NB

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  • Dracane
    Dracane
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    I also hope, they give use something in exchange for this loss.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Nebthet78
    Nebthet78
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    Dracane wrote: »
    I also hope, they give use something in exchange for this loss.

    They will... they will nerf more stuff into the ground until everyone quits.
    Far too many characters to list any more.
  • OrphanHelgen
    OrphanHelgen
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    This change. I didnt even see it coming, what is the reason for it?
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • lathbury
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    The victim in me wants to say because siphoning attacks made NB's able to do maelstrom nearly as well as sorcs and we wouldn't want that. but maybe it will help with lag time will tell
  • hrothbern
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    I am in favor of this DOT rate change as now intended by ZOS:
    Probably not for the reasons ZOS has...
    why?

    Different rates of hits/second were fine as long as there were no or a few armor sets that procced with an RNG.

    With soooo many monster & armor sets at this moment that can proc a good overview over the comparative strenght's is hard to maintain.

    I think that making all hit rates equal will make it much more easy to balance the game, without affecting build diversity.

    I would even add to change the RNG proc rates, now small percentages, to a standard 20% for all, and adjust the benefit downward.
    (like what has been done with the Silver Bolts that procced for insane damage at 3% proc rate)

    Bugs in very small proc RNG percentages are also too difficult to spot by us. Like the small rare loot drop rates.
    We do never really know if the ability functions as intended. And ZOS does not seem to have an effective method in place to monitor actual proc behaviour of these kind of abilities. So it is up to us anyway.


    BTW
    I think it will also reduce a little bit the LAG issues in PVP (less events, less calculations)


    Edited by hrothbern on November 10, 2015 10:01AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Malmai
    Malmai
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    hrothbern wrote: »
    I am in favor of this DOT rate change:
    why?

    Different rates of hits/second were fine as long as there were no or a few armor sets that procced with an RNG.

    With soooo many monster & armor sets at this moment that can proc a good overview over the comparative strenght's is hard to maintain.

    I think that making all hit rates equal will make it much more easy to balance the game.

    I would even add to change the RNG proc rates, now small percentages to a standard 20% for all, and adjust the benefit downward.

    Bugs in very small proc RNG percentages are too difficult to spot by us. Like the small rare loot drop rates. And ZOS does not seem to have a method in place to monitor actual proc behaviour of these kind of abilities. So it is up to us anyway.


    BTW
    I think it will also reduce a little bit the LAG issues in PVP (less events, less calculations)


    Yeah right like they know what are they doin...
  • OrphanHelgen
    OrphanHelgen
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    hrothbern wrote: »
    I am in favor of this DOT rate change as now intended by ZOS:
    Probably not for the reasons ZOS has...
    why?

    Different rates of hits/second were fine as long as there were no or a few armor sets that procced with an RNG.

    With soooo many monster & armor sets at this moment that can proc a good overview over the comparative strenght's is hard to maintain.

    I think that making all hit rates equal will make it much more easy to balance the game, without affecting build diversity.

    I would even add to change the RNG proc rates, now small percentages, to a standard 20% for all, and adjust the benefit downward.
    (like what has been done with the Silver Bolts that procced for insane damage at 3% proc rate)

    Bugs in very small proc RNG percentages are also too difficult to spot by us. Like the small rare loot drop rates.
    We do never really know if the ability functions as intended. And ZOS does not seem to have an effective method in place to monitor actual proc behaviour of these kind of abilities. So it is up to us anyway.


    BTW
    I think it will also reduce a little bit the LAG issues in PVP (less events, less calculations)


    Very good points @hrothbern .
    I will also like to add another maybe possible thing.
    Everything that scales of off percentage, have the advantage of big numbers. Like for example the major brutality buff.
    If you only have 1000 weapon dmg, then 20% of that, isnt too noticable. You will get 200 more weapon dmg from using it. But if you have 3500 weapon dmg, 20% from that adds 700 weapon dmg, am I right? :) This is also one of the reason why the gap between vr14 an vr16 are larger then the gap between vr12 and vr14. Before, you didnt lose much by useing vr12 armor instead of vr14, but you are losing alot more stats then before if you use vr14 instead of vr16.

    To get back to my main point. This same effect is with critical hits. If you crit with a low dmg skill that does 5000 dmg, you add 50% from that and get 2500 bonus dmg. But if you crit with a high dmg skill, for example wrecking blow that does 15000 dmg on one hit, you get 7500 bonus dmg. That is 3 times more bunus dmg. This will affect the dots as well. They wont tick as much, but the bonus dmg you get, will add up with more dps in the long run. And dont forget champion points and maybe mundus stone, all increase the dmg of critical hits ;)
    PC, EU server, Ebonheart Pact


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  • olsborg
    olsborg
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    If it fixes lagg, im all for it, a sacrifice id happily take.

    PC EU
    PvP only
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