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PTS Patch Notes v2.4.2

  • GriM_728
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    susmitds wrote: »
    susmitds wrote: »
    Xsorus 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.

    That's good you have an opinion, doesn't mean everyone or anyone for that matter is going to share it. This is a video game, don't like magicka tanks DONT PLAY WITH THEM.
  • cpuScientist
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    Once again dark conversion is still bad, make it a spammable DPS that morphs into a melee range and a distance (both morphs magicka, stamina have 4 options for spammable this would give mag Sorcs 2 and one not being ranged so a different style, it's fair)

    Make crystal blast a stamina with the same proc chance as regular frags, 8 meter crystal blade/Lance or a slightly weaker range version. Because range means it should be a tocuh weaker...

    Make bound armaments into a passive 6% magicka stamina in the passives. And instead put a single target non ground based dot in the skills place with a magicka and stamina morph.

    Change pets into cast and remain until death. NE skot only needed, if you want access to the ability change to the bar it is slotted. Change twilight tormentor into a form of DK inferno single target going off every 2 seconds like the AOE pet, this way we have choices of how we want to use our pets 2 DPS 2 HEALS, or whatever the current tormentor ability is really very bad.

    Give pets a good bit more health and resistances, they take 1.5 seconds to cast have a nifty cost and cam be 1 shotted, they need more health and resistances since we cannot afford to shield them much anymore, really cannot afford it, and make the proxy det not count them, that skill really should only count players.

    Make the 28 second atro base and have it morph into either the AOE lightning atro or the AOE air atro.

    Finally, whew, an air morph for OL no one uses the AOE morph make that air blasts and it's all good.

    With these changes we now have a strong Magicka sorc with options and a strong Stam Sorc with a little identity.

    Also change crystal like moves to ice just to give ice some love it can still do physical damage it is a blade made of ice... But this is just for the sake of ice every ES game dumos on ice lol.
  • ADarklore
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    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.
    Edited by ADarklore on May 9, 2016 9:38PM
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • cpuScientist
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    Crit surge is capped at 3k with 100 in blessed it's a whopping 3750. Meant to be normalized vs a NB SAP essence. Dark conversion seems called at 8059 and 10,076 with 100 in blessed. So it's basically clap heal from templars, interruptible heal, but a strong heal.

    Overall while it seems like a bit of a buff it's not really is it LOL. Crit surge could heal for alot more on high crit builds, and dark deal still takes 1 second to cast, and on pts was very buggy taking multiple casts.

    But the working on dots is somewhat nice. We are lacking in class targetable dots so LL is our only dot that we can use for this unless you slot flame wheel, and Elemental Blockade. But the heal is alot more frequent and is not a horrible WHY DID YOU DO THIS tyoe change. It helps.

    Can someone confirm though if this can crit because if yes then it is a very fine change in my ever so honest and humble opinion...
    Edited by cpuScientist on May 9, 2016 9:35PM
  • Justice31st
    Justice31st
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    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.

    ^Yes, thank you to the Devs for finally listening to some Templar player feedback.
    "The more you know who you are, and what you want, the less you let things upset you."
  • Personofsecrets
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    @ZOS_GinaBruno , the changes to tanking are just a crazy hot air balloon ride at this point.
  • Personofsecrets
    Personofsecrets
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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.

    We can adapt to this.
  • ADarklore
    ADarklore
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    According to this thread, perhaps the change to Surge isn't as bad as most people initially thought; I also like how it will now work with DoTs. However, I think more testing needs to be done to verify.
    Edited by ADarklore on May 9, 2016 9:43PM
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • f047ys3v3n
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    olsborg 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..

    Lol, ROFL, ROFLLLLL. Seriously, 60%, right, that won't unbalance everything.

    As for your heavy armor passive changes (last pts patch but im complaining now). Everybody in pvp is now going to be wearing heavy armor because, duh half the people were already and you listened to them that they should do more damage wile also being tanky. I can't believe you guys listened to them. Those same 1vXers have been trying to do mad damage while having the heavy armor tankienes for more than a year now. You really shouldn't have caved to this, it should be obvious that damage and defense should be offset. I should also mention that with universal shields (you just gave us a universal sheild for stam and magica users) and 60% cost increase poisons, you have negated both of the biggest benefits of light armor as spell penn doesn't count against shields and sustainability is no longer a thing with 60% cost increase. It really is all just going to be frontloaded burst damage from high resource pool toons. Are the goals short fights? Whatever, I really don't pvp anyway.

    As for tanking. LOL, I'm just happy my tank dosen't bother to block much because with the destruction of the block cost passive and the movement of the block cost champ star to the resource constellation (all my tanks points in this will stay in magica regen and cost reduction thank you very much) I don't think I would get more than a few blocks anyway. I wonder if those more hardcore tanks will survive trials now. They block a lot more than me and a lot of those pulls can really drain stam.

    Honestly, most of the balance decisions in this patch seem terrible.
    Edited by f047ys3v3n on May 9, 2016 9:41PM
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • Personofsecrets
    Personofsecrets
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    SickDuck 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.
  • John_1999
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    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....
    Edited by John_1999 on May 9, 2016 9:46PM
    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-
  • GoodOlPinkly
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    Xsorus wrote: »
    Xsorus wrote: »
    Xsorus 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

    Actually no the spell shield CP is extremely underwhelming
  • Enodoc
    Enodoc
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    Enodoc wrote: »
    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).
    @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.

    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.
    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.

    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.

    If you want to encourage players to take part in Enchanting, ZOS, stop screwing them out of all their harvestable resources. There is no other craft where you are forced to buy lower level mats.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • ADarklore
    ADarklore
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    John_1999 wrote: »
    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......

    Didn't they say some time ago that these additional points would only appear once it goes Live, or am I thinking of something else?
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Epona222
    Epona222
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    John_1999 wrote: »
    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......

    You got back your champion points, not your skill points. This bug about not getting the attribute points on characters that were not up to VR16 yet is one that persists since the DB first went on PTS (I hope they fix it before it goes live, btw costumes like dark seducer and mannimarco are also not awarded retrospectively at the moment).

    In order to fix it right now on PTS, you have to go to the respec shrines and pay for respec - you will then find you have the correct number of points according to your CP level rather than your old VR level. Disappointing that this hasn't been fixed yet.
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • potirondb16_ESO
    potirondb16_ESO
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    John_1999 wrote: »
    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....

    Yup, you receive attribute point only if you respect because those are now distribute during the 1 to 50 period instead of the 1 to vr16 period which mean the game believe you should already have those which you don't as you log in for the first time.
  • Bandit1215
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    Valrien 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.
    CP 561
    • vSO HM - Completed
    • vAA - Completed
    • vHRC - Completed

  • Personofsecrets
    Personofsecrets
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    @ZOS_RichLambert

    @ZOS_Finn asked us what tanks wanted.

    We gave tons of feedback and primarily it was about how our resources are crap.

    The buffs that we have gotten only came at a cost.

    The best HA passive is planned for removal.

    A top Warrior CP passive is planned to be moved to a tree that will cause more resource bottle necking.

    If all that had happened was block cost going down by a couple hundred points (it is going up by the way, that is another tanking resource nerf), then we would have all rejoiced and hailed the developers as doing awesome things to the game. (We might even resubscribe to the game!)

    Instead we get these highly questionable changes that require an abacus to determine how bad they will be. We get a crazy hot air balloon rides worth of fiddling with passive effects when a short and simple small buff is all that was ever asked for.

    You started this slippery slope by championing the removal of stamina regeneration while blocking. Can you please stop the slippery slope now? (rhetorical question, that is why we are on a slippery slope, it never stops!)
    Edited by Personofsecrets on May 9, 2016 9:55PM
  • Septimus_Magna
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    Yay, more magicka sorc nerfs!

    I dont even play sorc much these days but it was my main, I feel so betrayed..

    My watch has ended
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  • SickDuck
    SickDuck
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    SickDuck 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.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    what little faith was to be had is now lost
  • Alcast
    Alcast
    Class Representative
    For people
    Hutch679 wrote: »
    Alcast 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. :)

    That is actually a solid point.
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  • Personofsecrets
    Personofsecrets
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    SickDuck wrote: »
    SickDuck 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.

    Thats why it is good to have block cost reduction where it has been.

    We avoid heavy diminished by spreading out points in the warrior between armor rating, damage mitigation, and block cost reduction.

    The current patch changes address the root of the problem that has been talked about for ages (bad resource management).
  • Valrien
    Valrien
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    Bandit1215 wrote: »
    Valrien 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.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Weng
    Weng
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    ADarklore 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.

    You just quoted the patch notes for Energized. This is a different passive from Disintegrate, which is now Implosion and the patch notes are a bit unclear about the Shock damage for this one. Some people got upset about that. But you are right that there is no nerf and I knew it as well. Both passives are fine.
  • TerraDewBerry
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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.

    ok, so where did the elusive ability go? I use it all the time. Please tell me it's not just gone.. nvm, I found it. Thank the gods... it's now called ironclad in the steed tree.
    Edited by TerraDewBerry on May 9, 2016 10:37PM
  • GriM_728
    GriM_728
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    Valrien wrote: »
    Bandit1215 wrote: »
    Valrien 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.

    Yep, he's a genius. He's 1 of 2 things: new to eso or doesn't have a Sorc and gets wrecked by them in pvp.
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    OK @ZOS_GinaBruno lets get flat answers, and i have alot of time so im saving this will continue to get a flat anwser whenever possible

    the Conjured ward changes, with all the players on the forums crying to undo the change to the duration

    FLAT ANSWER

    Is there any intention on ZOS side to change this on the pts to a more tolerable duration before the month is out
  • Elsonso
    Elsonso
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    Enodoc 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.





    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Epona222
    Epona222
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    Enodoc 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.

    I feel the same way. I honestly feel crafting has been messy for a while (since the introduction of 14 part motif pages, and page fragments, then the introduction of some style mats that are 'combine 10' and others that are not, and all these things come from so many different places) - this is clearly to make buying motifs and those style gems from the crown store an attractive option compared to wading through the mess of how to get the things in game - but now basic crafting is also seeming to lose coherence in terms of what level mats you can get where, and potency runes is just the thin end of the wedge.
    Edited by Epona222 on May 9, 2016 11:07PM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
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