So now it's no longer possible to get low-level potency runes from harvesting? That will be very bad for crafter players who create glyphs for lower-level friends or guild mates. The level of harvested Potency runes should depend on the zone level, not player level (except in battle-levelled zones, obviously).ZOS_GinaBruno wrote: »Crafting & Economy
Enchanting
- Potency runes can once again be obtained from runestones!
- Each harvestable runestone is guaranteed to contain an Essence and an Aspect rune, and one third of the runestones you find will also contain a Potency rune.
- Half the time, when you find a Potency rune it will be scaled to your combat level, and the other half of the time it will be scaled to your rank in the Potency Improvement passive.
You guys had a chance with sorcs and you guys dropped the ball again. Passive changes for Stam Sorc, and nothing for Magicka players? Not even an instant damage spam for example? Nice. Fantastic job, ZOS.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Weapon
- One Hand and Shield
- Fortress: Increased the block cost reduction from this passive ability to 18/36% at Ranks I/II from 15/30%.
ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
Why do you hate tanks? You already can't restore stamina when blocking. Now tanks must choose between reducing block cost and increased stamina regen/reduced stamina ability costs?!? This change makes absolutely zero sense.
hedna123b14_ESO wrote: »
This forces tanks to choose between Stam Regen and Stam Cost Reduction, both of which are pretty critical to most tanks. The only way I could even remotely accept this is if ZOS reverted their earlier change to stop regen when blocking, and gave tanks like a 25% regen when blocking. That'd balance it out (maybe).MrTarkanian48 wrote: »+1 on this. The changes to Sturdy and Fortress Passive are great.
BUT please do not make this change. Leave Block Cost Reduction under the Steed. Tanks can't afford to invest heavily in the Shadow Tree, and lose CP in the Tower and Lover.
TroggyTrog wrote: »Am I missing something? Why have several people commented that Block Cost Reduction got nerfed?
One Hand Block Cost Reduction got buffed, not nerfed. It WAS 15/30%. NOW, it's 18/36%. So, that's 36% cost reduction now.
Again, did I miss something?
Silver Leash got fixed...now time for me to do some more testing!
Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
Bfish22090 wrote: »@Alcast can you purify poisons?
SorataArisugawa wrote: »ZOS_GinaBruno wrote: »[...]
Sorcerer
- Dark Magic
- Dark Exchange: Increased the amount of health restored from this ability and its morphs by 100%.
- Storm Calling
- Disintegrate:
- Renamed this passive ability to Implosion.
- This passive ability now also grants all Physical Damage you deal a chance to instantly pulverize low health enemies, dealing additional Physical Damage to them.
- Updated this passive’s tooltip to indicate what the health threshold is for it to trigger.
- Energized: This passive ability now also increases your Physical Damage done in addition to the Shock Damage done.
- Hurricane (Lightning Form morph): This morph now also grants the Minor Expedition buff at all times while it is active.
- Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
We don't get any bonus on the surge heal depending on the DMG???... The value of the heal better be good...
More healt from Dark Exchange wont solve the problem, just for your insight...
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
What the actual ***? And if you have to make this completely unnecessary change, at least move shield expert with it. This change really falls under the "If it ain't broken, lets break it!" mentality.
Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
This is a HORRIBLE change.
On the PTS right now, I'm looking at a tooltip value of 1980 for Power Surge and 3000 for Critical Surge.
This value does NOT scale with max magicka or with spell damage.
Sorc heals were already unreliable, subject to the whims of RNG. But at least we got nice bursts of heals to make up for that if we land a crit frag. A 1980 heal with a 1s cooldown that still requires a critical strike is just bloody ridiculous. I was fine with the shorter ward duration, but couple that with this change, you have truly nerfed sorc defenses into the ground.
ZOS_GinaBruno wrote: »Sorcerer[/list]
- Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
ZOS_GinaBruno wrote: »Weapon
- One Hand and Shield
- Fortress: Increased the block cost reduction from this passive ability to 18/36% at Ranks I/II from 15/30%.
ZOS_GinaBruno wrote: »Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
mzapkeneb18_ESO wrote: »
Check the changes in the cp trees.
Ritual of Retribution (Cleansing Ritual morph): This morph now also increases the amount of healing done to you and your allies by 20%; the damage done to enemies has been increased to match this value.
Please clarify if this means the HoT/DoT is buffed by 20% or total healing done. If it's the latter, ill start the thread right now about how Templar needs to be nerfed.
I understand from the notes that the HoT is being increased by 20% and since the DoT is based off the HoT it is going to be increased by 20% as well.
Now you can go off and cry nerf to Templars but really, the damage (and heal) really isn't getting that much stronger. On live my magicka Templar's tooltip for purifying shows healing every 2 seconds a 904 heal (with better magplars I guess it is closer to 1200). So 1200*1.2= 1440 health and 1440 damage done every 2 seconds. That is only a DPS and HPS increase of 140....soooo ground breaking.
Magplars are (usually, except for jabbers) using ranged skills and this skill places this underneath you. In PvP I bet more often than not Extended Ritual will be used for the removal of 5 debuffs especially with poisons coming out. RoR is more of a PvE skill that is most beneficial to magplar tanks (and jabbers).
notimetocare wrote: »ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Champion System
- The Steed
- Block Expertise:
- Renamed this Champion ability to Shadow Ward.
- This Champion ability has been switched with the Elusive ability from The Shadow constellation.
- The Shadow
- Elusive:
- Renamed this Champion ability to Ironclad.
- This Champion ability has been switched with the Block Expertise ability from The Steed constellation.
What the actual ***? And if you have to make this completely unnecessary change, at least move shield expert with it. This change really falls under the "If it ain't broken, lets break it!" mentality.
OR they intend to make tanks choose to focus more on being tanks?
ZOS_GinaBruno wrote: »
[*]Surge: This ability and its morphs now restore a flat value of health whenever you deal a Critical Strike. It will now also proc on any Critical Strike instead of only direct damage Critical Strikes, but can only restore health once every second.
Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.In several cases, applying two different poisons to your target will result in the first poison being overwritten by the second poison. This is not intended, and all different poison types will be able to coexist on the same target in a future patch.
Poisons should NOT stack if potions do not. If you can only have 1 potion buff active at a time then why are multiple poison debuffs allowed? Doesn't make sense. Poisons were way too powerful even before you drop this revelation that they are functioning at half their intended potency. I fear these changes will further buff zergs and cripple solo/small scale PvP.