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Irony of magelight changes. I am displeased again.

Tapio75
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Story is, that from the launch, i (And many more) have complained about rotating magelight. Each wanted some less irritating version, some wanted innerliught without orb. I just wanted a stationary orb that emits light in dark places, i dont really care about buffs.

So njow i have been away from game for few moths and when i came back, i noticed that magelight vanishes after a moment, thought it was a bug and then someone said to me (Tooltip) that the spell is no longer togleable but instead has more stuff that i dont care about but only stays visible for few seconds -.-

Whats worse is, that when i ask from people about the morphs, they say they too, are non togleable skills.


Why cant one morph have that orb hovering overhead? To stay over heads as long as i wish to dispell it?

It seems there are other skill changes that irritate me, my sorcerer cant unsummon her daedra anymore -.- Instead there is some active spell when i try to unsummon that tooltip tells me nothing about o.O

I mean if they do these things because PVP (Which i dont do), i get it but why cant they do it like some other games and make it so that the skills that are not good for PVP are having different effect in PVP areas?

Or better yet, why not just create a utility spell tree and have utility action bar for skills that do something visual like give light or summon a familiar that does nothing but talks with you or some other fun/immersive spells that have no effect on players performance but have nice or useful visual effects?




Anyway, condclusion is, that right now i just want...

1-A magelight that stays on, preferrably hovering overhead
2-Ability to unsummon my daedra without workarounds like skillbar swap.
>>PC-EU Mostly PVE. Played since BETA<<
  • timidobserver
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    The passive bonuses applies as long as the skill is slotted. Triggering the skill only triggers the stealth detection. Overall the skill is better and more flexible now.
    Edited by timidobserver on April 7, 2016 6:54PM
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  • Wreuntzylla
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    The ability was much better as a toggle. Although touted as an NB nerf, very few people spam it and it can't be cast from horseback. So in most situations an NB buff.
  • Tapio75
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    I see you dont get my point :)

    I dont care about any of that stuff, i dont care about crit bonus or stealth detection, i just want a magelight that stay on as long as i wwant foir immersion purposes (Lightsource) and daedra that can again, be unsummoned, right now i !can't" go to public places wwith my sorcerer as fighters guild would hunt me down and kill me for having daedra if you get what i mean ;).

    Immersion and visuals, imagination are keywords here, not any MMO performance stuff that may or may not be good, i dont care about that as all my characters feel too powerful anyways.

    At least they really need to change the name of that spell completely as it has no justification to have name that implies a lightsource. Magelight was never a buff to anything else but light up dark places in Tamriel.
    Edited by Tapio75 on April 7, 2016 7:02PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • idk
    idk
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    The passive bonuses applies as long as the skill is slotted. Triggering the skill only triggers the stealth detection. Overall the skill is better and more flexible now.

    Exactly. I am so pleased that we no longer have to activate Innerlight to ge the crit buff. Magelight was never about the orb swirling around (though I never found it offensive. In its current design it makes sense that the orb swirls when stealth detect is activated.
  • Tapio75
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    The passive bonuses applies as long as the skill is slotted. Triggering the skill only triggers the stealth detection. Overall the skill is better and more flexible now.

    Exactly. I am so pleased that we no longer have to activate Innerlight to ge the crit buff. Magelight was never about the orb swirling around (though I never found it offensive. In its current design it makes sense that the orb swirls when stealth detect is activated.

    This makes sense though the name should not be magelight. There should be magelight for just the light part of it, not rotating as that never made sense for light source spell but scannig for steal, yes it makes sense in that part.

    >>PC-EU Mostly PVE. Played since BETA<<
  • deleted220701-004865
    Almalexia's Enchanted Lantern is a trophy that can be used in that way.
    Edited by deleted220701-004865 on April 7, 2016 7:08PM
  • Samadhi
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    Prefer Magelight now -- never really cared for the light effect as ESO does not really have any real sense of darkness anywhere.
    If it feels necessary though, Almalexia's Enchanted Lantern in the Mementos collection gives a decent length light.

    The tooltip on the summons all state what their active abilities do, and I really find them quite beneficial as a change.

    Can respect your frustration, but cannot relate. These changes were positive to me.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Tapio75
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    Yes but its not togleable either and its Almalexias lantern, not magelight.

    They could sell a costume that has that hovering ball over head for small amount of crowns if nothing else -.-

    And the daedra need a unsummon button or something that is not workaround. I dont know, in what situation would one use these new active abilities? I dont say they are not useful to someone but i have no use for them as daedra kill prey well without and i do fine with them just summoned.
    Edited by Tapio75 on April 7, 2016 7:13PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • CasNation
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    Can't help you on the unsummon in problem (it bother me too) but for the light over your head thing, use the Almalexias Lantern trinket from a quest in Deshaan. It has a similar effect to mage light (brighter actually) and it doesn't take up a slot on your bar. It does go away eventually, but I think it lasts longer and the cooldown is low enough that I think you can chain activate it.
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  • Tapio75
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    CasNation wrote: »
    Can't help you on the unsummon in problem (it bother me too) but for the light over your head thing, use the Almalexias Lantern trinket from a quest in Deshaan. It has a similar effect to mage light (brighter actually) and it doesn't take up a slot on your bar. It does go away eventually, but I think it lasts longer and the cooldown is low enough that I think you can chain activate it.

    Last i played, the cooldown was somewhere of 20 tp 30 seconds, maybe slightly more but the effect does not feel right and as i said its a gift from Almalexia, a magical lantern, not a spell that conjurer can do. Yes, i know, i am complicated immersionist :D

    I would also add that i have custom settings for eso that keep day and lighted places relatively realistic bvut makes dark places and night feel dark so the light is needed at times, also i am visually impaired and over the years i most likely lose all my vision (hope not) so all visual stuff is of great importance me right now :)

    Edited by Tapio75 on April 7, 2016 7:18PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • timidobserver
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    Tapio75 wrote: »
    I see you dont get my point :)

    I dont care about any of that stuff, i dont care about crit bonus or stealth detection, i just want a magelight that stay on as long as i wwant foir immersion purposes (Lightsource) and daedra that can again, be unsummoned, right now i !can't" go to public places wwith my sorcerer as fighters guild would hunt me down and kill me for having daedra if you get what i mean ;).

    Immersion and visuals, imagination are keywords here, not any MMO performance stuff that may or may not be good, i dont care about that as all my characters feel too powerful anyways.

    At least they really need to change the name of that spell completely as it has no justification to have name that implies a lightsource. Magelight was never a buff to anything else but light up dark places in Tamriel.

    Ah an immersion based argument.... Okay I am leaving this thread.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
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    V16 Jed I Nyte EP Stamina NB(retired)

  • UltimaJoe777
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    Almalexia's Enchanted Lantern, probably due in part to my asking :p , now lasts as long as the cooldown and is more accessible than before due to the recent addition of the Mementos Collection Category. You can also use it on others too. Magelight only needs using if you wish to find someone hiding nearby. Morphed Summons (not Storm Atronach) now have a special ability relative to what they used to do when they died.

    Unstable Clannfear: Heals itself and you for 35% of your Max Health, or so it says but sometimes it seems like half of that lol
    Volatile Familiar: Activate their Ability to have them emit 3 shockwaves for AoE damage around it, and the 3rd 1 CCs.
    Twilight Matriarch: Instaheal to itself, you, and another summon (yours or someone else's) or ally. Heal is not % based and can crit.
    Twilight Tormentor: Replaced Restoring Twilight in name and effect. Activate their Ability to power them up.

    As for unsummoning them you can go into Character Menu and remove them like buffs. My only beef with summons at the moment is when fast traveling within the same zone the summons are left behind and you must either wait or unsummon and resummon them to bring them to you. You can still activate their Abilities though.
    Edited by UltimaJoe777 on April 7, 2016 7:25PM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
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  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    I just want my eye glow back :(
  • MissBizz
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    Tapio75 wrote: »
    I see you dont get my point :)

    I dont care about any of that stuff, i dont care about crit bonus or stealth detection, i just want a magelight that stay on as long as i wwant foir immersion purposes (Lightsource) and daedra that can again, be unsummoned, right now i !can't" go to public places wwith my sorcerer as fighters guild would hunt me down and kill me for having daedra if you get what i mean ;).

    Immersion and visuals, imagination are keywords here, not any MMO performance stuff that may or may not be good, i dont care about that as all my characters feel too powerful anyways.

    At least they really need to change the name of that spell completely as it has no justification to have name that implies a lightsource. Magelight was never a buff to anything else but light up dark places in Tamriel.

    So, you are looking for something such that would work as a light source? Maybe not a magelight but would a torch help achieve what you are looking for?

    *looks through contact list*

    I think I need to summon @Gidorick
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  • Didaco
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    I'm on ps4 so I don't know exactly which key you have to press but by pressing said key and clicking the summoning ability on your bar you can unsummon the pet.
    That's what I think I read somewhere here, at least.

    Plus, fighter's guild members are people who are perfectly immersed in Tamriel folklore: they know Evocation school exists and is a thing in Tamriel, and they know that mages can take advantages of daedras for either evil or good purposed... So I don't think they just go mindless-berserk if they see a mage hanging around with a scamp buttler.

    For magelight, bro, realize that you are not even the 0.001% of the community that uses ML for that purpose... So yeah, deal with it.
  • Tapio75
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    @UltimaJoe777

    Thanks, very informative and i see use in these spells (if someone hits me enought to deal damage first :D).

    Still a conjurer traditional magelight is what i am wishing here and a button or something to unsummon daedra wwhen going to places one would not keep them around like cities, especially fighters guild.


    @MissBizz

    Yes, a light source but to be exact, a conjuration based traditional magelight without buffs or stealth scanners :)

    Torch would be great too but as far as i know, torches have been asked from beta and there are no torches yet but please correct me if i am wrong :)

    Oh there is the emote but it only works when you stand still and is totally unusable :(

    As i said before, they coukld sell costumes that are not really costumes as much as effect, you slot a magelight to costume slot and have ball of conjured light hovering ovehad or place a torch costume and you shall have torch in your hand (out of combat, possibly option for replacing one handed weapons).


    About the daedra, i remembering them irritating me in cities before when people did not bother to unsummon them, i just feel sad now when i see even more of them since most people wont bother with the workaround when going in to city :(

    It also tend to clutter up places like bank even more to have dozen of these daedra in addition to players in these places.
    Edited by Tapio75 on April 7, 2016 7:44PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • Hazethemadman
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    I MISS MY BUBBLE BUDDY, CLICKING THE ABILITY TO SEE HIM IS SO MUCH EFFORT.
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  • Gidorick
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    MissBizz wrote: »
    Tapio75 wrote: »
    I see you dont get my point :)

    I dont care about any of that stuff, i dont care about crit bonus or stealth detection, i just want a magelight that stay on as long as i wwant foir immersion purposes (Lightsource) and daedra that can again, be unsummoned, right now i !can't" go to public places wwith my sorcerer as fighters guild would hunt me down and kill me for having daedra if you get what i mean ;).

    Immersion and visuals, imagination are keywords here, not any MMO performance stuff that may or may not be good, i dont care about that as all my characters feel too powerful anyways.

    At least they really need to change the name of that spell completely as it has no justification to have name that implies a lightsource. Magelight was never a buff to anything else but light up dark places in Tamriel.

    So, you are looking for something such that would work as a light source? Maybe not a magelight but would a torch help achieve what you are looking for?

    *looks through contact list*

    I think I need to summon @Gidorick
    FuKdnk.gif

    hehe... Thanks @MissBizz !

    I completely agree @Tapio75 that there could be more "Immersive" light options I have made a few threads about this very thing...
    Gidorick wrote: »
    Through some discussion on other threads there have been some desires regarding the darkness of ESO’s game world that has come to light. (pun intended).

    TL/DR

    ESO could have more dynamic environmental light levels with tools and skills that can be used to cope with the darkness.

    Immersive Darkness
    Some players would like to have darker environments in which to play while other players do not want to have mechanics such as torches forced upon them. There can be mechanics introduced to support both types of players and would allow players to switch back and forth between the two types of play styles.

    First and foremost let’s address the environmental light levels. Many players feel as if the overall darkness levels within ESO are entirely too high. Players are able to navigate and see it the darkness without much effort in ESO and a decreased light level would increase immersion and would enhance some of the gameplay mechanics.

    For the purpose of this concept, the current levels of darkness are to be considered the measuring stick of the brightest it should naturally be at night.

    As suggested in my Environment & Weather Systems Overhaul Concept thread, the over-world lightness levels could be governed by the weather.
    • If it’s storming and raining, the light from Masser and Secunda cannot shine through, making it difficult to see.
    • If it’s is overcast, the moons of Nirn peek through the clouds to gently light your way.
    • If the night is clear the moons shine bright and you can see the path before you easily.
    k06c3c4.jpg
    Dungeons and delves could be the areas in which most heinous of the darkened environments are experienced. The light levels of some existing and new dungeons could be lowered so players without illumination assistance would have difficulty.

    Radiant Night Vision

    Every player that wishes to not use any illuminators should be able to do so, but this decision should come with some consequences. With the exception of specifically designed dungeons and delves, all players should be able to make their way in the dark. A radius of dull illumination should surround the player. As the player moves, the illumination should fade and the radius should decrease. The faster the player moves the more quickly the radiant night vision should diminish. Once the player stops or slows it should take a moment for the character’s eyes to reacclimate to the night by the radius and the illumination increasing.

    The radiant night vision of a normal player who is walking under a clear night sky should be very similar to ESO’s current night illumination. A player that sprints at full speed in the dark without any illumination would find themselves running blindly, unless they are under a clear night sky.

    Radiant night vision would effectively encourage players to act more carefully while it's dark out and they are not using illuminators.

    Night Eye Ability
    Khajiit, Vampires, and Werewolves should all have an innate Night Eye ability that enables them to see more clearly in the dark. This is not an activated ability and activates when the illumination of an area is under a certain threshold.
    • Khajiit: +50% Illumination / +25% Radius
    • Vampire: +40% Illumination / +20% Radius
    • Werewolf: +30% Illumination / +15% Radius
    Night eye should cast a dull gray light into the dark making everything illuminated appear in a sort of gray-scale.

    Khajiit’s Racial Passive Stealthy could be changed to:
    • Night Stalker
      • 50% visibility at night (as outlined above)
      • Increases Damage done while in stealth by 3%

    Illuminators
    The darkness could also be kept at bay by using any of the following:
    • Torches: Consumable item varies in illumination, radius, and duration. Casts natural light to illuminate the night.
    • Magelight: Cast-able Mages Guild Skill, casts a piercing white light into the darkness. The greater the skill the greater the effect.
    • Almalexia’s Enchanted Lantern: A trophy that creates a blue light that washes into the black abyss.
    • NightEye Potion: Consumable, higher quality increases illumination, radius, and duration.
    • Ring of the Night-Eye: Special rings which can grant Night Eye when worn. +20% Illumination / +10% Radius.
    • Weapon Enchantments: Elemental weapon enchantments should also be able to fight back the darkness, but none as effectively as the lowest quality torch
      • Frost: Casts a soft blue glow around the character
      • Fire: Casts a warm yellow light across the ground
      • Shock: Casts a stark white light into the darkness

    The most natural light available should be through the torches. A player using multiple illumination methods wouldn’t have a combined illumination effect but would instead see the effect which takes precedence.

    Nighteye<Magelight<Almalexia’s Enchanted Lantern<Torches

    Torches and Night Eye Potions would both be bought from merchants and through the Crown Store while Rings of the Night-Eye would only be purchased through the Crown Store.

    Torches would be the most powerful of all the illumination methods and Nighteye would be the ONLY illumination method which cannot be seen by other players.

    A current discussion on torches can be found here: http://forums.elderscrollsonline.com/en/discussion/155836/the-need-for-functional-torches

    Thoughts?
    http://forums.elderscrollsonline.com/en/discussion/170536/immersive-darkness-concept/p1

    and I go a bit more into torches in another thread
    Gidorick wrote: »
    We have discussed it before but there hasn't been a thread dedicated to it.

    The mechanics for torches already exist in game. The /torch emote produces a torch that is functional. A slight tweak to the radius and intensity of the torches and they will be ready to go for dungeon delving. To accommodate this, darker nights and darker delves would be a good idea.

    ThVmNrD.jpg?1

    Torches should be acquired through the following means:
    • NPC Merchant
    • Looted from containers
    • Pulled from sconces
    • Crown Store Torch Pack

    Torches could eventually be added as a Craft-able item but this wouldn't be necessary. Other Elder Scrolls Games didn't allow Torches to be crafted so ESO could follow suit. There could be different torches of differing quality.

    Torch Qualities
    • Duration of flame
    • Radiance of flame

    Torch Types
    • Junk: Radiance the same as the current Torch Emote. 60 second duration.
    • Normal: Radiance twice as powerful as Junk Torch. 60 second duration.
    • Fine: Radiance twice as powerful as Junk Torch. 150 second duration.
    • Rare: Radiance twice as powerful as Normal Torch. 150 second duration.
    • Epic: Radiance twice as powerful as Normal Torch. 300 second duration.
    • Legendary: Radiance twice as powerful as Rare torch. 420 second duration.

    Torches packs purchased from the Crown Store should be those of Legendary quality.

    Illumination duration would be total time used, so if a player puts the torch away for any reason, the timer pauses. This could be supported by torches that have been used at all being converted to "Used Torch" with a consumption bar similar to an enchantment. Once consumed completely, the torch disappears. Players would want to keep a small stack of torches on them and when one torch is used up, a new torch is auto-equipped in its place.

    Torches should be able to be equipped as a one-handed weapon. This way, a player could wield a sword and torch, a torch and shield, or just a torch by itself.

    0OTbImx.jpg?1
    The bottom image would be the Legendary Torch.

    Thoughts?
    Gidorick wrote: »
    We have discussed it before but there hasn't been a thread dedicated to it.

    The mechanics for torches already exist in game. The /torch emote produces a torch that is functional. A slight tweak to the radius and intensity of the torches and they will be ready to go for dungeon delving. To accommodate this, darker nights and darker delves would be a good idea.

    ThVmNrD.jpg?1

    Torches should be acquired through the following means:
    • NPC Merchant
    • Looted from containers
    • Pulled from sconces
    • Crown Store Torch Pack

    Torches could eventually be added as a Craft-able item but this wouldn't be necessary. Other Elder Scrolls Games didn't allow Torches to be crafted so ESO could follow suit. There could be different torches of differing quality.

    Torch Qualities
    • Duration of flame
    • Radiance of flame

    Torch Types
    • Junk: Radiance the same as the current Torch Emote. 60 second duration.
    • Normal: Radiance twice as powerful as Junk Torch. 60 second duration.
    • Fine: Radiance twice as powerful as Junk Torch. 150 second duration.
    • Rare: Radiance twice as powerful as Normal Torch. 150 second duration.
    • Epic: Radiance twice as powerful as Normal Torch. 300 second duration.
    • Legendary: Radiance twice as powerful as Rare torch. 420 second duration.

    Torches packs purchased from the Crown Store should be those of Legendary quality.

    Illumination duration would be total time used, so if a player puts the torch away for any reason, the timer pauses. This could be supported by torches that have been used at all being converted to "Used Torch" with a consumption bar similar to an enchantment. Once consumed completely, the torch disappears. Players would want to keep a small stack of torches on them and when one torch is used up, a new torch is auto-equipped in its place.

    Torches should be able to be equipped as a one-handed weapon. This way, a player could wield a sword and torch, a torch and shield, or just a torch by itself.

    0OTbImx.jpg?1
    The bottom image would be the Legendary Torch.

    Thoughts?
    http://forums.elderscrollsonline.com/en/discussion/155836/the-need-for-functional-torches/p1

    I believe that it's not only for out own personal immersion that we should get different light sources, but also for the good of the game. I think ESO would be enhanced by a more dynamic and immersive lighting system.

    My thought for Magelight would be more akin to what we get in other TES games, a stationary illuminated sphere. Perhaps it floats, perhaps you hold it.... either would be fine with me.

    As for the un-summon aspect of your post.... I haven't really delved into that but I agree that ZOS should work on "Toggleable skills"... This could also be used for Werewolf transformation, since I know many people want to remain a wolf for longer.

    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Tapio75
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    @Gidorick

    You have good concepts there, liked reading it.

    Been thinking about the isuue of darkness from beginning too, usually made other TES games more darker too to have use for torches and spells. I agree with your concepts. Players seem to apreciate darkness in many games and it really gives more feeling to places, area of Camlorn for example would be great at dark hours.

    Torches could also be used as a replacement for sword with reduced damage, if memory serves, one could use them as weapons in atleas Skyrim and Oblivion, dont remember of Morrowind though. I remember that smashing vampires with torches made them light up pretty nicely and did good damage too :) I wonder if PVP players would even apreciate having few vampire burners on their teams.

    As for magelight, i think current version should be renamed to represent the use of the spell better? I think a small 2 slot action bar for stuff like torches would be good, utility spells like magelight could also go there and almalexias lantern (I like the current color though, it fits the Templar meme very well in my opinion but i dont use it on any other "class").

    While Khajit could get their racial ability "back", other races could also get some of their back, ancestral guardian for example was nice on Dunmer and Argonian water breathing... If only we could dive and explore the depths of sea.

    If nothing else, they could add a setting like in Lotro where you set the ambient light of environment to suit each players tastes best but i agree that the weather system would be greatly better if improved in ways you mentioned.. Would not hurt to have vampire damage in sunlight when at the strongest phase (Pun intended).

    Maybe for togleables, at certain phases of moons, you could stay at werewolf during nightime to travel faster and hunt with your pack.... Should add here that werewolves should be able to sneak too.

    For summoned creatures, maybe they could make it so, that when you press command pet button and the ability at the same time, the creature is unsummoned.
    Edited by Tapio75 on April 7, 2016 8:30PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • idk
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    Tapio75 wrote: »
    The passive bonuses applies as long as the skill is slotted. Triggering the skill only triggers the stealth detection. Overall the skill is better and more flexible now.

    Exactly. I am so pleased that we no longer have to activate Innerlight to ge the crit buff. Magelight was never about the orb swirling around (though I never found it offensive. In its current design it makes sense that the orb swirls when stealth detect is activated.

    This makes sense though the name should not be magelight. There should be magelight for just the light part of it, not rotating as that never made sense for light source spell but scannig for steal, yes it makes sense in that part.
    But there is a light. The light is still there when the skill is activated. Makes clear sense that the light is called mate light since it magically exposes people in stealth.
  • GreenSoup2HoT
    GreenSoup2HoT
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    The change to magelight was completely garbage. Sorry Zos but you made a good thing worse. The only change people wanted was the skill to become a buff rather then a toggle. Make the skill a 15-30 buff and you would of had a great skill. Now it's just terrible.

    As a nightblade, i can defiantly say that the 2 seconds i cannot go stealth or invisible does nothing. It is over in the time it takes to dodge roll. I would much rather the old radiant mage light for stealth lock out's.

    (I'm specifically referring to the ability to find stealth-ed/invisible player's. The buff's are nice but to much when slotted. It should of been while active with the 15-30 second buff. )

    GG Zos.

    Edited by GreenSoup2HoT on April 7, 2016 8:35PM
    PS4 NA DC
  • Autolycus
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    The ability was much better as a toggle. Although touted as an NB nerf, very few people spam it and it can't be cast from horseback. So in most situations an NB buff.

    Lol what a way to spin that. "We can't cast it from horseback, so it's clearly a buff to NBs."

    Is there no end to meaningless classism? You do realize that this is the only skill in the game that prevents an entire class from casting an ability, right? That this is the only example of something that directly forces a skill lock on a player, because they are of a specific class?
    Edited by Autolycus on April 7, 2016 9:02PM
  • Asherons_Call
    Asherons_Call
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    I just want my eye glow back :(

    Actually that's one thing I hated about the old magelight. Looked like I was interviewing for ziggy stardust
  • newtinmpls
    newtinmpls
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    Tapio75 wrote: »
    I see you dont get my point :)

    I dont care about any of that stuff, i dont care about crit bonus or stealth detection, i just want a magelight that stay on as long as i wwant foir immersion purposes (Lightsource)

    I happen to agree with you. I miss the "light" of magelight, that was my favorite thing about it.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    I just want my eye glow back :(

    Actually that's one thing I hated about the old magelight. Looked like I was interviewing for ziggy stardust

    Lies! Now we have to fight! Behind the school at lunch! Be there or i will tell everyone you are a ninny!
  • waterfairy
    waterfairy
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    You don't even know what you're complaining about...that minor inconvenience of not being able to dismiss our daedra has given us a self heal spell in it's place which is a great change imo. I no longer have to rely on my resto staff to heal.
  • Brrrofski
    Brrrofski
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    I see your point totally op.

    It's just irrelevant.

    You want the skill to just light up dark areas. Everyone except you uses the skill for a proper purpose. Everyone.
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