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.
w3ng_vgeb17_ESO wrote: »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.
...
@ZOS_GinaBruno there's a slight inaccuracy here: According to the tooltip on PTS Implosion procs on Shock as well as Physical Damage. So the magicka sorc version has not been nerfed, it is still there.
bikerangelo wrote: »ZOS_GinaBruno wrote: »
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.
In all seriousness, thank you.
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.
ZOS_GinaBruno wrote: »[*]Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.
Say what? .....this is ridiculous, poisons are still way, way too strong..
GoodOlPinkly wrote: »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.
They took our 20% from bracing and now block cost reduction is now in the Green CP tree not the Red which is WTH
So tanks can have reduced blocking cost and reduced damage at the same time? Honestly that sounds a great deal to me.
As for the Shield Expert passive... that needs rethinking with this switch I agree.
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...
Depending on your Recovery i'd max Recovery then split it between Magicka Cost Reduction and Block Cost Reduction.
you end up gaining a crap ton more out of Red Line + the extra Block Cost reduction they added to Sturdy and 1hd/Shield this patch.
I'd say the only additional change i'd make is move the Medium Armor Focus out of the Steed and swap it for the Heavy armor focus in the Lord.
that way PVE players if they wanted to go for the Shield Passive could split between Spell Resist/Physical Resist if they wanted
This compromise is garbage, and not at all what they implied they would do in the PTS feedback thread. There was no mention there that the scaled runestone nodes that were designed for battle-levelled zones would end up being rolled out across all non-scaled zones too. Crafters who craft for lower level players will no longer be able to do so, because they will be required to spend more on getting the mats than they will make on selling the glyphs.KrishakPanettier wrote: »@Enodoc Previous patch notes said Potency runes will be purchasable. This update didn't say they were removing the ability to purchase ones from merchants. This change is likely in response to those indicating it is bad if all potency runes for all levels must be purchased and no longer drop at all.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).
This change is a good compromise.
I for one am glad this change that Potency runes can once again be obtained from runestones rather than all character level potency runes will need to be purchased from merchant. Thank you Zenimax.
There are some tings I dont understand, I have a V1 char but only 49 attribute points. Is this correct? I Have 549 CP. Souldnt i get the 15 last attribute points for free? Since my char is now lvl 50. How to get the last 15 attribute points?
My V16 Chars all have 64 Attribute points. Dont get it.
When I started this Patch, a message apear, I get my skill points back, but that did not happen......
There are some tings I dont understand, I have a V1 char but only 49 attribute points. Is this correct? I Have 549 CP. Souldnt i get the 15 last attribute points for free? Since my char is now lvl 50. How to get the last 15 attribute points?
My V16 Chars all have 64 Attribute points. Dont get it.
When I started this Patch, a message apear, I get my skill points back, but that did not happen......
There are some things I dont understand, I have a V1 char but only 49 attribute points. Is this correct? I Have 549 CP. Souldnt i get the 15 last attribute points for free? Since my char is now lvl 50. How to get the last 15 attribute points?
My V16 Chars all have 64 Attribute points. Dont get it.
When I started this Patch, a message apear, I get my skill points back, but that did not happen......
There is a bug in IC, when I was fighting a Flag-Boss, he hits me, than I was suddenly floating in the air....
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.
Personofsecrets wrote: »GoodOlPinkly wrote: »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.
They took our 20% from bracing and now block cost reduction is now in the Green CP tree not the Red which is WTH
So tanks can have reduced blocking cost and reduced damage at the same time? Honestly that sounds a great deal to me.
As for the Shield Expert passive... that needs rethinking with this switch I agree.
@SickDuck
because of diminished returns on damage mitigation having extra red points into damage mitigation adds up to about 1 hill of beans. Resource management is much more important.
ztyhurstub17_ESO wrote: »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...
Consider it a lag fix... 60% less skills being cast.
Personofsecrets wrote: »GoodOlPinkly wrote: »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.
They took our 20% from bracing and now block cost reduction is now in the Green CP tree not the Red which is WTH
So tanks can have reduced blocking cost and reduced damage at the same time? Honestly that sounds a great deal to me.
As for the Shield Expert passive... that needs rethinking with this switch I agree.
@SickDuck
because of diminished returns on damage mitigation having extra red points into damage mitigation adds up to about 1 hill of beans. Resource management is much more important.
You have diminishing returns on blocking too yet tanks use it extensively. I agree with the resource management but that should be balanced out with the changed Constitution HA passive. Especially for stamina tanks where additional regeneration will do jacks..t during block.
Seems like ZOS does not want to reinstate Bracing, for whatever reason. But the current patch changes address the concerns raised by the players regarding the increased cost. I get that it is very different from current live but maybe best would be to try out and negotiate for adjustments before the go live date.
Bandit1215 wrote: »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.
Are you kidding me man? Magicka Sorcs have the best burst in the game. Sure they have no spammable DPS (btw neither do stamsorcs other than weapon abilities, and if you want one as a mag sorc, use destro) but they do NOT need a spammable DPS.
w3ng_vgeb17_ESO wrote: »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.
...
@ZOS_GinaBruno there's a slight inaccuracy here: According to the tooltip on PTS Implosion procs on Shock as well as Physical Damage. So the magicka sorc version has not been nerfed, it is still there.
Where are people getting that Shock was removed from disintegrate?!? READ THE NOTES... it says "Now also increases your Physical Damage in addition to Shock Damage." It is meant for BOTH Magicka AND Stamina builds. Sheesh.
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.
Bandit1215 wrote: »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.
Are you kidding me man? Magicka Sorcs have the best burst in the game. Sure they have no spammable DPS (btw neither do stamsorcs other than weapon abilities, and if you want one as a mag sorc, use destro) but they do NOT need a spammable DPS.
Right there boys, I've spotted the not so rare ignorant forum poster.
So A. the best burst award goes to nightblades
and B. who cares about PvE, right? It's not like Sorc has the absolute lowest PvE DPS or anything.
By the way, "use a destro" is just pidgeonholing us into having less build variety.
The only way this would be a fair compromise is if they changed all water, ore, wood, and clothing nodes so that they also always scaled to level/passive regardless of what zone you're in.
lordrichter wrote: »The only way this would be a fair compromise is if they changed all water, ore, wood, and clothing nodes so that they also always scaled to level/passive regardless of what zone you're in.
Please. Don't go suggesting crazy things. Bah, what am I saying. I am sure there is someone in the studio that would love to do this and this is already on the white board.
They have some agenda that is impacting Enchanting, or more specifically, Potency runes. This is making them go through contortions and gyrations to try to make everything work and balance the game. I don't think this is possible to do, and retain Enchanting as an attractive skill in the game. I don't think they are capable of seeing this, given whatever agenda they have.