potirondb16_ESO wrote: »Second, adjust battle buff in pvp so that shield last half the time they use to in pvp.
This way I feel like some skill as an exemple Harness magik who could last 8s. in pve would be good to help you deal with mecanic and such while give back a bunch of ressource but could be almost useless in pvp while only lasting 4 sec. Which would oblige people to use Something else. The same kind of adjustment could be made to Harneded Ward where it could last 16 s. in pve and be reduce to 8 in pvp, this way sorc still get some kind of real bonus from that specific aspect of their class, but get to be readjust for combat purpose in pvp.
I also do feel that this adjustment is much needed to modifiy how one class is going to use different skill in pvp while keeping more versatility to it in pve.
As an exemple Templar and their shield could be lasting 6 s. in pve while only 3 in pvp...
zerosingularity wrote: »Adding some more info to the Fighter's Guild stuff.
Secondly, My base Ring of Preservation cost is 4353 Stamina (Confirmed this is the actual cost per cast). Now if I cast Evil Hunter, the cost drops to 2478 (Again, confirmed as the actual cost). This is a reduction of approximately 43%. Much more than the rated 28% Evil Hunter is supposed to give. (The same reduction is applied to the other skills as well.)
potirondb16_ESO wrote: »zerosingularity wrote: »Adding some more info to the Fighter's Guild stuff.
Secondly, My base Ring of Preservation cost is 4353 Stamina (Confirmed this is the actual cost per cast). Now if I cast Evil Hunter, the cost drops to 2478 (Again, confirmed as the actual cost). This is a reduction of approximately 43%. Much more than the rated 28% Evil Hunter is supposed to give. (The same reduction is applied to the other skills as well.)
@zerosingularity
Hi, I think I know why Evil Hunter reduced your Ring of Preservation by that much,.
I Wonder if it's not because CP reduction are not applying correctly from my calculation if the cost reduction is apply to the skill cost without cp, and that you actually lower the cost of it on the actual skill cost while cp is taken into account and then you reapply the cp reduction to the new skill cost it actually (if you use 16% cost reduction) give you a total of 43% skill cost reduction.
So I'm kind of believing CP reduction is being apply twice while the actual 27% of cost reduction is being calculate on the skill as if there were no cp active.
Magelight vs Expert Hunter
Gladly Camouflaged Hunter is changed but, comparing Magelight's morphs and Expert Hunter's ones, there is a really big difference amongst these skills.
Camouflaged Hunter and Evil Hunter should receive something different and more solid.
Atm, with a stamina build, in PvE I'd prefer to use a potion with Major Savagery (at least is active on both bars) than slot these skills and in PvP I'd prefer Radiant Magelight over them simply because of the defense against sneaking attacks and Empower.
Fighters Guild Issues
- Evil Hunter - This ability serves zero purpose..you basically have to spend 3k stamina to knock 1k stamina off the other abilities...meaning you have to use those abilities at least 3 times to make up for using Evil Hunter in the first place.
- Silver Leash - Please just change this to a Gap Closer...the double tapping of this ability is bloody pointless...
wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.
As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.
Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.
Forestd16b14_ESO wrote: »Hi Gina is it possibly to make Immovable and it's morphs any good again like maybe pre 1.6 and require some one to wear heavy armor to actually use ?
Fighters Guild and Mages Guild: like other ones I don't really like the clear division between Stamina and Magicka. It makes sense from several points of view and lore wise I appreciate it but at least something should be appealing within them.
There should be at least a skill in the Mages Guild for stamina and in the Fighters Guild for magicka. Ultimates, both Dawnbreaker and Meteor, could be one physical and one magic/elemental otherwise ok as it is now in PTS.
wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.
As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.
Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.
Well, farming for ha mats is much the ssme as for the others and zos doesnt set player to player prices for sales.
What are you suggesting?
The elephant in the room is that everything about being a Tank is more costly. There's a reason I threw in my shield. I don't have time to throw the resources at keeping up with it right now. It isn't just one thing, but a multitude of issues.wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.
As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.
Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.
dodgehopper_ESO wrote: »The elephant in the room is that everything about being a Tank is more costly. There's a reason I threw in my shield. I don't have time to throw the resources at keeping up with it right now. It isn't just one thing, but a multitude of issues.wrt. making Heavy Armor wanted again.. there's 1 thing that this update doesn't address and that is the much higher cost of turning heavy armor into Epic quality.
As the biggest boost to gear progression is to turn your weapon into Epic quality and with many using blacksmithing type weapons (even magicka users, which will often use Dual Wield swords), it means that Tempering Alloys are the most expensive "epic" ingredient possible.. and it so happens that it's that one that is required for Heavy Armor too.
Light and Medium armor don't have this issue as those components are not used for turning Weapons into epic quality making them much cheaper to obtain.
The changes to Dawnbreaker are very disappointing.
As it currently stands the "Smiting" morph is the de-facto magicka morph, since the slot bonus from the "Flawless" morph is just too lucrative for stamina users to ignore.
Why not keep the damage as magicka for Smiting, and make it physical damage from unmorphed and for Flawless?
In your attempt to rebalance Dawnbreaker for stamina users, you swung the pendulum too far in the opposite direction, and make this skill more or less useless for magicka users.
Furthermore, the removal of the bonus damage against Daedra and Undead is anti-lore (the Fighter's Guild is about fighting the Daedra and Undead) and makes this skill much less useful (for example, Dawnbreaker is the go-to ability in a dungeon like vICP, and now, there's absolutely no reason for a magicka user to use it instead of Meteor).
kendellking_chaosb14_ESO wrote: »The changes to Dawnbreaker are very disappointing.
As it currently stands the "Smiting" morph is the de-facto magicka morph, since the slot bonus from the "Flawless" morph is just too lucrative for stamina users to ignore.
Why not keep the damage as magicka for Smiting, and make it physical damage from unmorphed and for Flawless?
In your attempt to rebalance Dawnbreaker for stamina users, you swung the pendulum too far in the opposite direction, and make this skill more or less useless for magicka users.
Furthermore, the removal of the bonus damage against Daedra and Undead is anti-lore (the Fighter's Guild is about fighting the Daedra and Undead) and makes this skill much less useful (for example, Dawnbreaker is the go-to ability in a dungeon like vICP, and now, there's absolutely no reason for a magicka user to use it instead of Meteor).
Stamina guild buffing Stamina damage say it's not so. Also one gave you a weapon bonus and the other dealt more magic damage now you can have a general damage bonus or a most powerful ultimate. Now if you want to give up a Magic Guild ultimate for stamina damage then I'm all for it.
Point is Fighter's Guild buffing weapon is just like Mage's Guild passives buffing Spell damage. Fighter Guild = Stamina Mage's Guild = Magic.