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.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
...
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.
...
I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
ZOS_GinaBruno wrote: »KNOWN ISSUES
[*]Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
Hahahahhahahhahahahahahahahahahah wait what?
60% is what is intended? My God why would you run any other poison or weapon enchant in pvp.... Good lord...
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.
GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
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.
GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
Not really, on magicka tanks you'd split between block cost reduction now/magickal recovery/magical cost reduction.
And you still get to pick more out of the Red Tree.
Like right now on Live..I pretty much put 50 points in Resistant and 50 Points in Block Cost Reduction, and then focus on the other trees in the red ones. Now i'll basically be able to dump 25 points into resistant and have my shield passive and dump that remaining 25 points over in Dot reduction or the other damage reduction trees
GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
GoodOlPinkly wrote: »GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
Not really, on magicka tanks you'd split between block cost reduction now/magickal recovery/magical cost reduction.
And you still get to pick more out of the Red Tree.
Like right now on Live..I pretty much put 50 points in Resistant and 50 Points in Block Cost Reduction, and then focus on the other trees in the red ones. Now i'll basically be able to dump 25 points into resistant and have my shield passive and dump that remaining 25 points over in Dot reduction or the other damage reduction trees
For a magicka tank you don't want to split that magicka regen and magicka cost reduction with anything else....it was fine where it was...
nikolaj.lemcheb16_ESO wrote: »Surge changes was a nerf instead of a help for stam sorcs.
The block expertice / elusive changes are just completely stupid. I know I should be more polite but there is no way to describe other than utterly stupid.
Elusive is such a bad ability that NO ONE WILL EVER F... put points into it!!!! And now you nerf tanks even more doing it.
mzapkeneb18_ESO 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
The_Outsider wrote: »YUS. My stacks-on-stacks-on-stacks of TA have MEANING.All Enchanting Runes can now be sold to vendors for at least 1 gold.
sunshineflame wrote: »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.
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.
Ahnastashia wrote: »Every single one of my characters are gone on the PTS. I was thrilled when they copied over my main character on the PTS. It meant I could really try things out on my character, and understand exactly how the changes would impact me when it went live. Is anyone else's characters just gone after this latest patch?
GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
In my opinion, having only stamina tanks is the way it should be. Healers and sustained DD - Magicka. Tanks and burst DD - Stamina.
GoodOlPinkly wrote: »GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
In my opinion, having only stamina tanks is the way it should be. Healers and sustained DD - Magicka. Tanks and burst DD - Stamina.
Where does that opinion even come from..... Paladin's have been around as the closest thing to a magicka tank since D&D
Enchanting
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).
Taleof2Cities 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).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.
I saw this, too ... is it possible "in battle-leveled zones" was simply missed from being added to this patch note?
GoodOlPinkly wrote: »GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
In my opinion, having only stamina tanks is the way it should be. Healers and sustained DD - Magicka. Tanks and burst DD - Stamina.
Where does that opinion even come from..... Paladin's have been around as the closest thing to a magicka tank since D&D
Eso lore.
FoxyKitten wrote: »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?
GoodOlPinkly wrote: »GoodOlPinkly wrote: »GoodOlPinkly wrote: »I see why they made the CP Change with Block cost reduction.
In Heavy Armor your stamina recovery is often ***,not to mention you get none while blocking so you generally load up on Cost reduction (usually 75 points) and then might pick up the Dodge reduction (atleast 20 points) and stamina recovery is next. Oh and the Bash Cost Reduction...So now you can go green and Split between Bash cost reduction/block reduction/stamina cost reduction.
Over in the Red tree you meanwhile had to choose between Hardy/Crit Reduction/Thickened Skin/Elemental Defender and Block Cost Reduction.
Now if you're PVE you can load up on more Spell Resist or PvP load up on more Crit Resist for the shield passive.
Yeah but now all tanks are stamina and this destroys magicka tanks...
In my opinion, having only stamina tanks is the way it should be. Healers and sustained DD - Magicka. Tanks and burst DD - Stamina.
Where does that opinion even come from..... Paladin's have been around as the closest thing to a magicka tank since D&D
Eso lore.
*ES lore* has shown it common for heavy armor knights to know restoration spells.....