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PTS Patch Notes v2.4.2

  • potirondb16_ESO
    potirondb16_ESO
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    CyrusArya wrote: »
    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.

    Actually poison should not even be there in pvp at all ! and even enchant is going to lead to a major issue with build like shieldbreaker that would become evil !
  • Lucius_Aelius
    Lucius_Aelius
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    @ZOS_GinaBruno

    Why on Earth would you change the Blocking cost reduction Champion Points!? Seriously, what even? That completely screws me up, now I won't be able to have the ability reduction costs I need to be viable in PvP while also having the Block Cost reduction that is essential for PvE, seriously you may have just broken every Build that I would have ever wanted to have (various Hybrid Tanks), and for what? Who asked for this change? I never heard anyone complaining about it, and it's completely unnecessary.

    Respeccing my CP every time I switch between PvE and PvP, which I do constantly, is utterly impractical, and this could potentially prevent me from being able to play this game in a way that I enjoy, which will likely make me stop playing at all. My Builds are fun but they already barely work well enough to be viable, I was already worried that I had sacrificed too much tankiness for PvP effectiveness, and now without the block cost reduction they'll be even worse, which I'm not sure is a hit they can take without breaking.

    Please, please don't let this change go live, it's entirely unwarranted and unwanted.
    Daggerfall Covenant - Scourge (Xbox NA) - GT: Lucius Aelius - Lord - 648CP
    Lucius Aelius Aurelius - 50 Imperial Dragonknight - Centurion - Stam Tank
    Lucius Aelius Valerius - 50 Imperial Templar - Lieutenant - Mag Heal/DPS
    Lucius Aelius Regulus - 50 Imperial Nightblade - First Sergeant - Stam DPS
    Lucius Aelius Augustus - 50 Imperial Sorcerer - Corporal - Mag DPS
    Wags-His-Tail - 20 Argonian Sorcerer - Recruit - TBD
    Holds-The-Line - 40 Argonian Dragonknight - Recruit - TBD
    Carries-Extra-Gear - 4 Argonian Dragonknight - Recruit - TBD
    Guildmaster - Wardens of the Covenant
    Group Leader - xpThe Guildxp
    Trader - Secret Sauce
    Trader - Elite Dungeoneers
  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    Paulington wrote: »
    The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.

    cfdf2ea826.jpg

    So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.

    This skill didn't really need a change from the magicka side of things, that's for sure.

    Yeah this is a serious nerf to stamina sorcs!!

    If they intended to help stam sorcs with this then someone should really pull them down to the reality of this game. 2k healing per second is nothing.

    It is as stupid as the race abilities that change health regen speed. They could remove health regen from the game and no one would notice!
  • Mix
    Mix
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    CyrusArya wrote: »
    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.

    When I read this I thought this meant multiple players with different poisons or different poison on each bar. You can stack buffs on yourself (from various sources) so it makes sense that you can apply more than one debuff. However, given the proc chance it would be difficult to actually time this on front/back bar. So more leaning towards two different players applying poisons overwriting each other.
  • NBrookus
    NBrookus
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    Woeler 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?

    My tank IS 100% tank. And I will have to recraft/regrind all of my armor and totally respec in order to still be nerfed as things stand, including the upcoming (much needed) change to Sturdy to make it additive.

    I really think this is a total lack of understanding about what tanks actually do coming from ZOS, when they are the ones that designed mechanics in trials where you have to block nearly 100% of the time. This change pales in comparison to the no-stam-regen nerf.
    code65536 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.

    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.

    (The requirement that it requires a crit is just insult to injury at this point, considering how much lower the value is and the new 1s cooldown. With all builds having easy access to shields, good luck self-healing in Cyrodiil! But sorcs still have their ward--oh wait.)

    You mean a <1000/1500 HP heal in Cyrodiil when I land a crit... which means an unshielded opponent, but we gave everyone shields. Oh, yeah, that'll *totally* work!


    Clearly, ZOS is listening to our feedback, nonetheless I really don't understand where they think they are driving this bus. But hey, my templar is pretty happy.
  • KenCleanAirSystem
    KenCleanAirSystem
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    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
    Dear God please no, This is good for my PvP setups since I can allocate some left over CP in my warrior tree so I can dodge roll for days but my PvE tank setup would lose so much. I love the increase shield armor passive this tree provides so what am I going to put it in? Spell resistance? Like seriously please change this back to block reduction.

    Agree 100% ... this is most pointless and senseless change I think you have ever made. For the love of anyone that has ever considered tanking in this game, please rethink this horrible, horrible decision.
  • Reorx_Holybeard
    Reorx_Holybeard
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    Paulington wrote: »
    The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.

    cfdf2ea826.jpg

    So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.

    This skill didn't really need a change from the magicka side of things, that's for sure.

    Just tested my Sorc on live and Power Surge currently heals me typically for anywhere from 1.6 to 10k. I can regularily get +4k HPS so this is a 50% loss for me. It will probably be a larger loss for higher end DPS magicka sorcs.
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • cjddrumnub19_ESO
    cjddrumnub19_ESO
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    Wow... just wow... another HUGE nerf to blocking/tanks. Still no fix on DK's dragonblood. Poison is supposed to do 60%... so in other words there will be no skill or veriation in this game. Just stack the highest weapon damage possible and one-shot people, you don't need regen, you dont need to be good, just a heavy attack and one skill and you win.
  • Minalan
    Minalan
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    Paulington wrote: »
    The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.

    cfdf2ea826.jpg

    So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.

    This skill didn't really need a change from the magicka side of things, that's for sure.

    Nothing we asked for on shields went through, and they want 60% ravage Magicka in place? Then they destroy the one semi functioning Magicka self heal and take away disintegrate.

    I give up. You can't fix stupid of this magnitude. You can only unsubscribe, don't buy their content, and hope the terrible designers get fired or better.

    Time to roll a gankblade for my last two weeks of sub time.
  • potirondb16_ESO
    potirondb16_ESO
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    Paulington wrote: »
    The Surge "flat value" is 1980 for me, really, is that it? That's 1,980 HPS maximum (990 in PvP) which is approximately useless.

    cfdf2ea826.jpg

    So, instead of actually using a bit of skill with this skill, timing our crits and being able to either have a slow trickle of heals or an awesome BoL-style burst heal with Overload, we now just toggle this skill and forget about it? Just why? Not only are Sorcerer shields reduced in duration we also have our class heal made borderline ineffectual.

    This skill didn't really need a change from the magicka side of things, that's for sure.

    Just tested my Sorc on live and Power Surge currently heals me typically for anywhere from 1.6 to 10k. I can regularily get +4k HPS so this is a 50% loss for me. It will probably be a larger loss for higher end DPS magicka sorcs.

    Now that we see 60k templar on the live I Wonder how this might end up for sorc that want to even remotly fight them, I hope they can't debuff velocious curse ... no wait they can !
  • ZoM_Head
    ZoM_Head
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    Why all the complaints about a nerf to blocking? All I saw was in increase in block cost reduction from 30% to 36% and 1% more on your gear. That makes a potential total of 13% more reduction. Am I missing something, because that sounds like a buff.

    Edit: Ah, Champion tree changes. I see it now

    Because we need to recraft gear at least switch 4 pieces from divines to sturdy just for the reduced cost and sacrifice a massive loss from whichever mundus we tank with.

    Incase you wish to know, each pieces requires 8 tempers to max out, x 4 just for a trait change, not including the 4 kutas.

    All of this because bracing was just removed and switched.

    You would notice this if you tanked tough things properly (no medium/light armoru tanking rubbish) such as SO or vet mol for example.
    mDKs still need a lot of love!
  • Dagonthir
    Dagonthir
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    Enodoc wrote: »
    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).

    I assumed that was only the case in battle-leveled areas. I'd assume everywhere else the potency runes scale to zone, so I'd suggest testing it out.
  • Tdroid
    Tdroid
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    KNOWN ISSUES
    [*]Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.

    You got to be kidding me... :'(
  • blabafat
    blabafat
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    Still no fix on thamaturge and jabs
    Fire Cloak - VR12 DK - Nord - EP
    Ámeer - VR15 Templar - Imperial - AD
    The Mágician - VR16 Templar - Imperial DC
    Magíc - VR16 DK - Dark Elf - DC
    Àmeer - VR16 Templar - High Elf - DC
    ámeer - VR16 Templar - High Elf - AD
    Æ ámeer - VR16 Templar - High Elf - EP
    Ameer Flow - Level 34 Nightblade - High Elf - EP


    Youtube:
    https://youtube.com/channel/UCFNmXCgmTVo-T-p1BIVLxbQ
  • Jesh
    Jesh
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    @ZOS_GinaBruno
    Regarding swapping the Champion Trees for block reduction, is this intended to allow tanks to use 2 different CP resource pools to stack in Crit Resistance and Blocking Cost? And this way the Tank chooses instead of reducing the Stam cost of abilities to reduce the Stam cost of blocking?
    That could be interesting, and I can see some logic, but I have no idea how it might work out. I do imagine that Magika Tanks may be put out by this though.
    DK Stam DPS
    Templar Healer
    NB Magica DPS
  • GoodOlPinkly
    GoodOlPinkly
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    Jesh wrote: »
    @ZOS_GinaBruno
    Regarding swapping the Champion Trees for block reduction, is this intended to allow tanks to use 2 different CP resource pools to stack in Crit Resistance and Blocking Cost? And this way the Tank chooses instead of reducing the Stam cost of abilities to reduce the Stam cost of blocking?
    That could be interesting, and I can see some logic, but I have no idea how it might work out. I do imagine that Magika Tanks may be put out by this though.

    Yeah I'm a magicka tank, and yeah I definitely got the shaft on this one...
  • FoxyKitten
    FoxyKitten
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    Not a single word about the Nightshade Reagent for the Crippling Ravage Health poison.

    I've mixed every poison but that one. Where is it???? I sent a note to ESO and the response was instructing me to go to v6-10 area where Nightshade gear is dropped. When I explained that Nightshade was a supposed Reagent for new poison and that PTS wasn't registering Veteran levels anymore, their response was to ask if I had tried rebooting my computer or tried repair. Really, this is tech support?
    Edited by FoxyKitten on May 9, 2016 7:58PM
  • RinaldoGandolphi
    RinaldoGandolphi
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    Wow that change to Block Cost reduction in the Champ System already kicks my Magic DK while he's down.

    Its bad enough i have ZERO stam regen while blocking, putting me on a resource tight rope, but now i lose the Bracing Passive AND im forcing to take green points out of Magic Regen or Magic Cost Reduction to put into Block because running around in PVP without Impenetrable gear is a death sentence...I also lose my Shield Expert Passive to boot.

    Wow....Even more nerfs to tanking, but hey i still have Flame Noodle.....

    s59Csd4R2DtQI.gif
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Hutch679
    Hutch679
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    Stack as much Regen and defense as possible. If this poison really increases spell cost by 60% spell damage/weapon damage will mean almost nothing without resources to use skills lol this is comedy. Doesn't everyone see that this is how ZOS is moving away from maximum damage builds in pvp? Now you will need to sustain more than ever because once your opponent has no resources, they wont be able to use skills to survive. Heavy armor with a one hand and shield and TONS of Regen is gonna be the new meta for every class/build
  • Orpheaus
    Orpheaus
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    Ffs so much complaining from Sorcs. Sorcs aren't gonna be that bad. Have been on PTS. It's not as good as a stamblade sure. But just because the class isn't OP doesn't mean it needs buffs. I can't sum it up better than L2p. I think the changes are fine.
    Except the CP block changes
    those are awful.
  • Ashtaris
    Ashtaris
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    Siluen 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.

    If I understand this correctly this seems like a rather odd change. Why move the block cost reduction from a tree that gives you bonuses for blocking with it's passives to a tree that is all about avoidance and vice versa?

    ... and where am I going to get all them Thief CPs from? :<

    Do like the buff to Fortress and Sturdy and the room this gives for heavy armor to develop beyond just the block-cost-reduction armor.

    Agreed, that doesn't make any sense whatsoever. But then, I stopped trying to figure out ZOS's logic a long time ago.

  • Teridaxus
    Teridaxus
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    Hutch679 wrote: »
    Stack as much Regen and defense as possible. If this poison really increases spell cost by 60% spell damage/weapon damage will mean almost nothing without resources to use skills lol this is comedy. Doesn't everyone see that this is how ZOS is moving away from maximum damage builds in pvp? Now you will need to sustain more than ever because once your opponent has no resources, they wont be able to use skills to survive. Heavy armor with a one hand and shield and TONS of Regen is gonna be the new meta for every class/build

    Nice try mag nb
  • Ashtaris
    Ashtaris
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    Woeler 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.

    Yep, a really bone headed move on their part, that's for sure. Sheesh!
  • ClockworkArc
    ClockworkArc
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    Some thoughts:

    Sturdy is now supposed to be additive with itself...but still not with Fortress? I'm a little disappointed considering that block cost reduction was also moved which gives us less access to ability cost reduction and/or break free reduction...Not entirely sure how I feel about this.

    Is Crit Surge affected by Battle Spirit? I'm unsure on this one...My initial thought is that its a nerf but I can see adding this with dots might make for some good healing, hypothetically you could get 1.5k HPS out of this in pvp with a couple dots. What is typical HPS with live Crit Surge?

    I do actually really like the minor expedition idea.

    I want to use Dark Deal. I want to use it. I do. But because there is a cast time, it necessitates that you use it only when you have distance (and as a stam build I'm using my Dark Deal magicka on streak...) or CC Immunity...and I just don't want to do it. I'd rather it heal less but be instant cast. That's just me.

    As to the Champion Points change, I want to see the bright side but I'm having trouble. The major benefit I see is that your average PvE tank can now consider speccing into Unchained in the red tree but we're going to lose Shield Expert. Also, in pvp, the Shadow Strike (Heavy Attack Invisibility) star may finally see some use but...I feel very conflicted with this change. Could Shield Expert be moved to another tree or to a CP 30 slot?


    Edited by ClockworkArc on May 9, 2016 9:54PM
  • KhaN_BE
    KhaN_BE
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    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??? How am I (as a tank) going to get shield expert now? Am I supposed to run around in 5 pieces of medium armor?

    I have 66 points "Block Expertise" and 32 in "Spell Shield", but none in "Elusive". This basically means I will lose about 1500 physical and spell resistance, unless I start spending heavily in the other stars of "The Steed" (only "Spell Shield" makes some sense to me, but 75 points is a lot). On top, with the changes to block cost reduction the "Block Expertise" passive will be more important than ever before. Moving it to the green signs also means I have to divest from other resource management stars (cost reduction and regen).

    I am happy we have the EU character copies now on the PTS. I can't wait to see how this all feels on my own character, but reading this gives me a very bad feeling.
  • zerosingularity
    zerosingularity
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    By the way, Dark Deal is still bad. Using it drops block even when holding block, so tanks cannot use it to help with resources. Might be OK if the cast time is kept and you could block while casting it, and just have a long animation, but in it's current form, it is risky at best to use.

    About the CP changes, maybe swapping Medium Armor Focus and Heavy Armor Focus might alleviate some concerns about the shield passive. Still won't help the resource game though.
    Edited by zerosingularity on May 9, 2016 8:17PM
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • Alpheu5
    Alpheu5
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    Dark Magic
    Dark Exchange: Increased the amount of health restored from this ability and its morphs by 100%.
    Yesssss! I still won't put it on my bar in place of healing ward, but at least it's something better than what's there now.
    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.
    I haven't finished downloading, but if it's in the range I'm guessing it is, the heal likely won't compare to the 16k frag heal and 22k overload heal that let me even consider using a full-crit build sans resto staff. We'll just have to see.

    Update: 1980 flat heal tool tip, which really means, best case, 990 base healing per second in Cyrodiil. Basically the equivalent of Rapid Regeneration assuming 100% of all attacks are critical hits. Not exactly a reliable return.
    Edited by Alpheu5 on May 10, 2016 12:57AM
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • Lava_Croft
    Lava_Croft
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    I hope that 60% cost increase poison stuff is a typo, because it will turn PvP into who has the most time/money to get the reagants required to make these ridiculous poisons.

    Poisons are bad for PvP.
  • cosmic_niklas_93b16_ESO
    cosmic_niklas_93b16_ESO
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    Orpheaus wrote: »
    Ffs so much complaining from Sorcs. Sorcs aren't gonna be that bad. Have been on PTS. It's not as good as a stamblade sure. But just because the class isn't OP doesn't mean it needs buffs. I can't sum it up better than L2p. I think the changes are fine.
    Except the CP block changes
    those are awful.

    LOL, sorcs are by far the worst class in the game now, don't even try to deny it, and if you got troubles with sorcs in the next patch, L2Px10000000000
    R.I.P. Daranth Spellborn
    VR16 Dunmer Sorcerer
    March 2014 - May 2016
    He was a skilled Crafter and a reliable Sorcerer;
    Then came the Dark Brotherhood

    Wrobel wrote: Surge is now more effective for tank characters.
    Because crit tanks are so good, LOL. xD
  • John_1999
    John_1999
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    FIXES & IMPROVEMENTS, BASE GAME PATCH



    Templar
    • Restoring Light
      • Extended Ritual (Cleansing Ritual morph): This morph now also increases the amount of negative effects cleansed from the casting Templar to 5 from 2.
      • 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.
      • Sacred Ground: Fixed an issue where this passive ability’s Movement Speed reduction was removing enemy players from crouch or Invisibility.


    OMG ... Thank you

    I was abut to give up my magica templar
    Thx
    Edited by John_1999 on May 9, 2016 8:24PM
    Magicka Templar: Tammi von Tamriel
    Stammina Templar: John James Smith

    -Current CP: 3601-

    -Just a noob in a world full of pro's.-
    -There is no bussines like lag bussines-
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