I was pretty surpirsed they didn't ask about magelight, arguably the biggest meta chenger of the patch.
I'd like to know more about the topics mentioned here too.
Elijah_Crow wrote: »
Edited original post to reflect testing.
* New CP and drink calculations result in no stamina regen while sprinting.
For me, versus live it's a total loss of 810 regen while sprinting. So it appears that the calculations have changed, effecting more than just stealth.
Edited original post to reflect testing.
* New CP and drink calculations result in no stamina regen while sprinting.
For me, versus live it's a total loss of 810 regen while sprinting. So it appears that the calculations have changed, effecting more than just stealth.
Well drinks working while sprinting and crouching was a bug introduced with IC. Glad they´re fixing this.
Elijah_Crow wrote: »
Elijah_Crow wrote: »
More likely just ppl who were choosing the questions were not aware of its importance.
ScruffyWhiskers wrote: »Yeah, I can't tell you how disappointed I feel about this. Not addressing the cloak and mage light changes indicates to me that there isn't going to be any substantial revision in the changes. Sure they will cut a foot or two off of the detection range of inner and up the magicka cost a bit. But in the end your cloak button is going to be disabled if you are detected and remain that way for 5 seconds. Mark target ditto. I'm convinced that it wasn't really because of the complaints from players who prefer a different play style or think that some play styles are unfair although I'm sure that helped. Rather it was the new mechanics brought in for the Thieves Guild quests and missions.
Like somebody said before, the irony here is overwhelming. It's downright perverse actually.

Isn't it funny that the longer you play a game and learn more about the way it's made/updated, the more you hate it and the developers.
Isn't it funny that the longer you play a game and learn more about the way it's made/updated, the more you hate it and the developers.
seitekisaki wrote: »Isn't it funny that the longer you play a game and learn more about the way it's made/updated, the more you hate it and the developers.
I think its because people really like this game and want to play it religiously. However, the more experienced they are with the game the more they are aware of issues that let them down and they get upset.
seitekisaki wrote: »Isn't it funny that the longer you play a game and learn more about the way it's made/updated, the more you hate it and the developers.
I think its because people really like this game and want to play it religiously. However, the more experienced they are with the game the more they are aware of issues that let them down and they get upset.
The fact that balance passes are so far and few between and that they seem to focus too much on one side ( Stamina/Magicka) in each pass, dividing the community in wild pendulum swings, does not help.
Incremental patches are for minor adjustments in balance and bug fixes, unless you are ZoS. When things go awry due to changes being every few months, things are imbalanced for a LONG time, game play wise.
Then there are the bugs that persist for YEARS. Most are not game breaking, but left in for so long players adapt to them and it becomes the norm. Thus when they are fixed, it appears as a nerf. Especially for the players that joined when the bug was present and not before, giving the impression things are supposed to be this way.
And then there are the blatant nerfs. Due to frequency, or lack thereof, the changes are usually hefty and alter a characters fundamental gameplay wildly, usually without any compensation, or for that matter, mush discussion.
To be honest it's getting old.
@Xeniph agree. And as a tangent of all of that - why are there certain class/race/spec combos if they are not going to be supported.
Sure, you can play like 50+ different combinations, but if only a handful are actually supported properly, what is the point?
And because you want to is a weak justification for poor balance.
Then magicka regen while having any sort of shield up is also a bug, same for shield not critable.The stam regen while sneaking/sprinting was a bug and has been explicitly stated as fixed in the PTS patch notes.
duncan_cougarpreeb18_ESO wrote: »Then magicka regen while having any sort of shield up is also a bug, same for shield not critable.The stam regen while sneaking/sprinting was a bug and has been explicitly stated as fixed in the PTS patch notes.
This next DLC is such a huge disappointment ... not because of the content, but because of the EXTREME imbalance ZOS keeps adding to the game, not decreasing, but increasing and in spades.
Forget any sort of sneak, stamina etc. obviously ZOS never wanted any of this, despite this being a main feature of any Elder Scroll game before
duncan_cougarpreeb18_ESO wrote: »Then magicka regen while having any sort of shield up is also a bug, same for shield not critable.The stam regen while sneaking/sprinting was a bug and has been explicitly stated as fixed in the PTS patch notes.
This next DLC is such a huge disappointment ... not because of the content, but because of the EXTREME imbalance ZOS keeps adding to the game, not decreasing, but increasing and in spades.
Forget any sort of sneak, stamina etc. obviously ZOS never wanted any of this, despite this being a main feature of any Elder Scroll game before
ScruffyWhiskers wrote: »Yeah, I can't tell you how disappointed I feel about this. Not addressing the cloak and mage light changes indicates to me that there isn't going to be any substantial revision in the changes. Sure they will cut a foot or two off of the detection range of inner and up the magicka cost a bit. But in the end your cloak button is going to be disabled if you are detected and remain that way for 5 seconds. Mark target ditto. I'm convinced that it wasn't really because of the complaints from players who prefer a different play style or think that some play styles are unfair although I'm sure that helped. Rather it was the new mechanics brought in for the Thieves Guild quests and missions.
Like somebody said before, the irony here is overwhelming. It's downright perverse actually.
James-Wayne wrote: »ScruffyWhiskers wrote: »Yeah, I can't tell you how disappointed I feel about this. Not addressing the cloak and mage light changes indicates to me that there isn't going to be any substantial revision in the changes. Sure they will cut a foot or two off of the detection range of inner and up the magicka cost a bit. But in the end your cloak button is going to be disabled if you are detected and remain that way for 5 seconds. Mark target ditto. I'm convinced that it wasn't really because of the complaints from players who prefer a different play style or think that some play styles are unfair although I'm sure that helped. Rather it was the new mechanics brought in for the Thieves Guild quests and missions.
Like somebody said before, the irony here is overwhelming. It's downright perverse actually.
I'm actually happy this change because before my magicka templar in PvP had no way to uncover a NB using Cloak and now I do at least have a chance.
Will it change how crap the Templar is in PvP, absolutely not but at least I get a small detection range knowing I'm about to be ganked in the IC Sewers. haha
This skill change is not a game or class breaker, sorry.