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• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Bugs and Ninja Nerfing: lightning staff, Fighter's guild, speed, and pets... What else?

SirMewser
SirMewser
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REVERTED: Just letting those on PTS know lightning staff heavy attack AoE effect was reduced to only procs on the final hit.
Can someone point to me where it says this in the patch notes?

If anyone else comes across excluded changes please post on the forums, I am looking for more.

INTENDED CHANGE: All Fighter's guild ability costs have been increased by roughly 25%, not just the ultimate included in patch notes. This is to fix scaling of champion point interval skill cost increase every 10 levels up to 160 champion points as the original scaling of VR1-16 has been removed.
Source: https://forums.elderscrollsonline.com/en/discussion/comment/3327293/#Comment_3327293

NEEDS FURTHER TESTING: Back when major expedition was reduced to 30% from 40%, the player's sprint speed was increased by 10% to compensate.
This compensation has been reduced to 31.5% to 33% down from 40%.

CONFIRMED BUG: Player base movement speed has been reduced by 10%.
Source: https://forums.elderscrollsonline.com/en/discussion/289376/movement-speed-fix/p1
Original: https://forums.elderscrollsonline.com/en/discussion/comment/2861404/#Comment_2861404

CONFIRMED BUG: It appears that the sorcerer's pets no longer level to CP160/VR16 as their health pools have diminished and seem to not increase past level 50.
Scamp: 21'335 reduced to 16'683
Clannfear: 26'026 reduced to 21K
Winged Twilight: 10'010 reduced to 7'945
Source: https://forums.elderscrollsonline.com/en/discussion/comment/3351328/#Comment_3351328
Thanks for giving them 5K in pvp (which you took and really isn't 5K by the way).
Credit and clarification to Dracane


CONFIRMED BUG: Dragonknight power lash now applies CC immunity despite not being a stun ability.
Source: https://forums.elderscrollsonline.com/en/discussion/290806/bug-power-lash-applying-cc-immunity-w-video#latest

INTENDED CHANGE: Vicecanon no longer procs while cloaked.

BUG CONFIRMED: Necrotic orb from undaunted no longer deals additional magic recovery based on the number of enemies hit during movement, instead deals a flat 1% value and is only increased upon the activation of the synergy which is less potent.
Live:
Project a globe of annihilation that floats forward, dealing 572 Magic Damage to nearby enemies. An ally can activate the Magicka Combustion synergy, causing the orb to explode for 4345 Magic Damage and restoring the ally for 1999 Magicka instantly and 999 more over 10 seconds, plus additional Magicka based on number of enemies hit. Orb also restores Magicka instantly when it explodes.
PTS:
Project a globe of annihilation that floats forward, dealing 574 Magic Damage to nearby enemies. An ally can activate the Magicka Combustion synergy, causing the orb to explode for 4366 Magic Damage and restore 1999 Magicka instantly and 1% Magicka over 10 seconds to nearby allies per enemy hit. Orb also restores Magicka instantly when it explodes.
Source: https://forums.elderscrollsonline.com/en/discussion/comment/3352620/#Comment_3352620

The purpose of this discussion is to report changes regardless of being inadvertent such as a bug, this is what PTS is for.

Fix please.
  • Erasure
    Erasure
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    Welp, there goes DK AoE.
  • SleepyTroll
    SleepyTroll
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    SirMewser wrote: »
    Just letting those on PTS know lightning staff heavy attack AoE effect was reduced to only procs on the final hit.
    Can someone point to me where it says this in the patch notes?
    If anyone else comes across excluded changes please post on the forums, I am looking for more.

    This was a bug, it was always only supposed to do the aoe at the end of the heavy attack. the tooltip even said that.
  • RoyJade
    RoyJade
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    Yeah, but the thunder staff was only useful because of this aoe. And most of it : this aoe make sense, a canalized thunder who spread on nearby target is logic.
    Guess that thunder staffs will disappears from competitive build, once again...
  • WreckfulAbandon
    WreckfulAbandon
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    So much weak sauce.
    PC NA

    All my comments are regarding PvP
  • SirMewser
    SirMewser
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    This was a bug, it was always only supposed to do the aoe at the end of the heavy attack. the tooltip even said that.
    Glad to see ZoS fixing bugs. :D Not like that skill line was useful anyways.
    Edited by SirMewser on September 9, 2016 4:21AM
  • WreckfulAbandon
    WreckfulAbandon
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    SirMewser wrote: »
    So much weak sauce.

    Not sure if "weak sauce" was directed at someone in this discussion or ZoS' incompetently missing info in patch notes but I find that "statement" counterproductive as it is not constructive towards the PTS nor this topic so I will interpret it as flaming.
    This was a bug, it was always only supposed to do the aoe at the end of the heavy attack. the tooltip even said that.
    Glad to see ZoS fixing bugs. :D Not like that skill line was useful anyways.

    It might not have been intended but the channel AoE will be missed...

    What's weak is the nonexistent attempt to balance the game that this patch promises to be.
    PC NA

    All my comments are regarding PvP
  • Calboy
    Calboy
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    A bug fix is not a nerf. Jesus [SNIP] Christ.

    EDITED FOR PROFANITY
    Edited by ZOS_PeterT on September 3, 2016 2:47PM
  • eserras7b16_ESO
    eserras7b16_ESO
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    Bad. They're not even honest.
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • Pallio
    Pallio
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    This will effect dozens or less people who use a lightning staff, because vMSA rng sux and won't drop them a proper inferno sharpened staff.
  • sebban
    sebban
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    I guess Lightning staff is back to being useless then.
    PC EU
    Dweia Ceban - StamDK
    Adara Ceban - MagBlade
    Daewa Ceban - MagSorc
    Tick-Tock Tormentor

    Chimaira.eu

    Friskyttarna.eu
  • Derra
    Derra
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    This is just sad. Any explanation why those changes go in undocumented? Do you really think your playerbase won´t notice something that severely nerfs the already limited choice of magica builds?

    Pathetic.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Hymzir
    Hymzir
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    The rise of the Lightning staff build, as a popular choice on the battlefield, is based on two things - useful against zergs and good against dodge rollers.

    I switched to using Lightning Staff as a way to handle zergs, and with the rise of Stamina dominance and the ever increasing number of perpetually dodge rolling players, I have seen more and more magicka based builds toting a Lightning staff.

    The AoE of the Lightning staff may indeed have been bugged, but it has been that way for a long time, and the way it is used in the game, is based on those characteristics. It's not as if the broken bit made the staff somehow an OP choice. in 1v1 or even 1v2 situations, an Inferno staff is much better than a Lightning staff. Furthermore, there is almost no reason to not use an Inferno staff in PVE content. The difference in performance is that great.

    Thus a Lightning staff is really only useful in PVP, and only against the huge zergs that are infesting Cyrodiil at the moment. The broken feature of the Lightning staff is a powerful tool to discourage people from bunching up too much, and that is something that is desperately needed in Cyrodiil. Taking that away means that the staff becomes much less attractive option and gives those few players still trying to cling onto magicka based builds even less viable options.

    The sensible thing here would be to adopt the same stance as was adopted towards animation cancelling - it was a bug, it wasn't intended, but it brings about much better emergent game play and thus was embraced as a part of the game. The same goes for the way lightning staff works. At the moment it gives magicka players a viable and a meaningful option to build for zerg mitigation.

    Deciding to "fix" it now, after people have adopted it as a way to combat stamina builds and zergs, will come out as a blatant example of Stamina bias, and as a reminder of how out of touch the devs are from actual play. If this fix goes through, then more and more people will abandon their magicka builds and go with the 2hweapon toting dodge rolling stamina meta, since every other option is a fools choice.
  • LaerothKeykalyn
    LaerothKeykalyn
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    hmmm
    Edited by LaerothKeykalyn on September 3, 2016 11:13AM
  • Solariken
    Solariken
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    SirMewser wrote: »
    Just letting those on PTS know lightning staff heavy attack AoE effect was reduced to only procs on the final hit.
    Can someone point to me where it says this in the patch notes?
    If anyone else comes across excluded changes please post on the forums, I am looking for more.

    This is ridiculous. Who would EVER think lightning staff channel AoE was OP? It was nice to have the AoE option but it was never that much damage anyway. Why the f do they keep trying to bury magic use in this game?
  • hrothbern
    hrothbern
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    Solariken wrote: »
    SirMewser wrote: »
    Just letting those on PTS know lightning staff heavy attack AoE effect was reduced to only procs on the final hit.
    Can someone point to me where it says this in the patch notes?
    If anyone else comes across excluded changes please post on the forums, I am looking for more.

    This is ridiculous. Who would EVER think lightning staff channel AoE was OP? It was nice to have the AoE option but it was never that much damage anyway. Why the f do they keep trying to bury magic use in this game?

    looks like magic is channeled towards support
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Transairion
    Transairion
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    I always thought it was intended to do "splash" damage during the whole channeled heavy attack, because unlike Fire/Frost the damage is spread out over time rather than one big burst at the end of the channel.


    I'm not sure how to feel about this being fixed, if truly considered broken: using a Lightning staff and heavy attacks has significantly increased Morkuldin/Maw of Infernal's proc rate back from when I was using a Restoration staff and it's heavy attacks (due to a set bonus back then, it wasn't ideal I know). Given they're both channeled over time, I figured they'd have the same proc rate but Lightning staff has proven itself better at proccing than a Restoration staff time and again.

    If this "better proc rate" from using Lightning heavy attacks was actually part of the Tri-Focus passive's damage, and is being fixed then my ability to proc summons might be going way back down... :(
  • Cronopoly
    Cronopoly
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    Talk about kicking us when we are down as wanting to continue playing Magicka specced, (but forced to spec Stamina to compete in PVP).

    It was implemented this way a while ago and now it's a problem? Convenient damn bug. this is [self censored]. >_<

    [edit] The current Tooltip on Live says nothing about backloading the AOE damage to just the final tick. The Tri Focus passive says Fully charged heavy shock attacks damage nearby enemies for 50%/100% of the damage done.(2/2)

    So if this is referenced somewhere else please advise.
    Edited by Cronopoly on September 3, 2016 2:30PM
  • Shadesofkin
    Shadesofkin
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    Part of what made the Aether DK build so good was its ability to handle adds as well as bosses, this is a shame and should have been treated like Animation Canceling, it might not have been intended but it's hardly a "bug".
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Lightning staves used to be AOE for every tick of the channeled heavy attack long ago. They were almost as useless as they are today though.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Decado
    Decado
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    Calboy wrote: »
    A bug fix is not a nerf. Jesus fkn Christ.

    When you make a change and make the thing in question useless that's a nerf,

  • Mustard
    Mustard
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    It's a bug fix that you all exploited.
  • Reorx_Holybeard
    Reorx_Holybeard
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    In case everyone is not familiar with how Lightning Staffs work (numbers are pulled from my magicka DK on Live/PTS)...unlike an Inferno Staff a Lightning Staff pulses damage every ~0.6 secs while you are attacking. There are 3 normal hits and one final hit a bit larger (x1.4) called a Shock Pulse:
    1. Heavy Attack 1 = 3006 dmg
    2. Heavy Attack 2 = 3006 dmg
    3. Heavy Attack 3 = 3006 dmg
    4. Shock Pulse = 4207 dmg

    For a single target this is identical on Live and PTS at the moment. For multiple targets on Live currently each of the 4 pulses gives Y% (depending on your CP) AOE damage to nearby targets while on PTS only the last Shock Pulse hit gives AOE damage. This is a raw 68% reduction in the AOE damage per target.

    The current wording of the Destruction Tri-Focus Passive on Live/PTS is:
    Fully-charged Shock Heavy Attacks damage nearby enemies for Y% of the damage done.

    Now I interpret this as the AOE will be Y% of your *total* damage done during the entire heavy attack and that it will be applied at the end of the attack. So what I'd like to see is something like:
    1. Heavy Attack 1 = 3006 dmg, 0 AOE dmg
    2. Heavy Attack 2 = 3006 dmg, 0 AOE dmg
    3. Heavy Attack 3 = 3006 dmg, 0 AOE dmg
    4. Shock Pulse = 4207 dmg, 13225 AOE dmg

    That way the total damage done on PTS will be the same as it is on Live with the difference being you have to perform the entire Heavy Attack animation in order to get it. If this is "too much" AOE damage then just reduce the Y% factor that the Tri-Focus passive gives.

    Edited by Reorx_Holybeard on September 3, 2016 2:48PM
    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!
  • hedna123b14_ESO
    hedna123b14_ESO
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    ZOS please revert this change. This pingenholes us into flame staves instead of promoting build diversity.
  • Dracane
    Dracane
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    In case everyone is not familiar with how Lightning Staffs work (numbers are pulled from my magicka DK on Live/PTS)...unlike an Inferno Staff a Lightning Staff pulses damage every ~0.6 secs while you are attacking. There are 3 normal hits and one final hit a bit larger (x1.4) called a Shock Pulse:
    1. Heavy Attack 1 = 3006 dmg
    2. Heavy Attack 2 = 3006 dmg
    3. Heavy Attack 3 = 3006 dmg
    4. Shock Pulse = 4207 dmg

    For a single target this is identical on Live and PTS at the moment. For multiple targets on Live currently each of the 4 pulses gives Y% (depending on your CP) AOE damage to nearby targets while on PTS only the last Shock Pulse hit gives AOE damage. This is a raw 68% reduction in the AOE damage per target.

    The current wording of the Destruction Tri-Focus Passive on Live/PTS is:
    Fully-charged Shock Heavy Attacks damage nearby enemies for Y% of the damage done.

    Now I interpret this as the AOE will be Y% of your *total* damage done during the entire heavy attack and that it will be applied at the end of the attack. So what I'd like to see is something like:
    1. Heavy Attack 1 = 3006 dmg, 0 AOE dmg
    2. Heavy Attack 2 = 3006 dmg, 0 AOE dmg
    3. Heavy Attack 3 = 3006 dmg, 0 AOE dmg
    4. Shock Pulse = 4207 dmg, 13225 AOE dmg

    That way the total damage done on PTS will be the same as it is on Live with the difference being you have to perform the entire Heavy Attack animation in order to get it. If this is "too much" AOE damage then just reduce the Y% factor that the Tri-Focus passive gives.

    That's not how it is. Merely the last pulse tick deals AoE now, and this tick is maybe compareable to a single light attack. Simply useless.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • code65536
    code65536
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    @Wrobel This was one of the saving graces that made many magicka builds still viable in this age of overbuffed stamina. You must reevaluate.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
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  • Reorx_Holybeard
    Reorx_Holybeard
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    Dracane wrote: »
    In case everyone is not familiar with how Lightning Staffs work (numbers are pulled from my magicka DK on Live/PTS)...unlike an Inferno Staff a Lightning Staff pulses damage every ~0.6 secs while you are attacking. There are 3 normal hits and one final hit a bit larger (x1.4) called a Shock Pulse:
    1. Heavy Attack 1 = 3006 dmg
    2. Heavy Attack 2 = 3006 dmg
    3. Heavy Attack 3 = 3006 dmg
    4. Shock Pulse = 4207 dmg

    For a single target this is identical on Live and PTS at the moment. For multiple targets on Live currently each of the 4 pulses gives Y% (depending on your CP) AOE damage to nearby targets while on PTS only the last Shock Pulse hit gives AOE damage. This is a raw 68% reduction in the AOE damage per target.

    The current wording of the Destruction Tri-Focus Passive on Live/PTS is:
    Fully-charged Shock Heavy Attacks damage nearby enemies for Y% of the damage done.

    Now I interpret this as the AOE will be Y% of your *total* damage done during the entire heavy attack and that it will be applied at the end of the attack. So what I'd like to see is something like:
    1. Heavy Attack 1 = 3006 dmg, 0 AOE dmg
    2. Heavy Attack 2 = 3006 dmg, 0 AOE dmg
    3. Heavy Attack 3 = 3006 dmg, 0 AOE dmg
    4. Shock Pulse = 4207 dmg, 13225 AOE dmg

    That way the total damage done on PTS will be the same as it is on Live with the difference being you have to perform the entire Heavy Attack animation in order to get it. If this is "too much" AOE damage then just reduce the Y% factor that the Tri-Focus passive gives.

    That's not how it is. Merely the last pulse tick deals AoE now, and this tick is maybe compareable to a single light attack. Simply useless.

    Oh, I know...sorry for the confusion but that's how I would like it to be instead of just AOE on the last tick as it is now on PTS.
    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!
  • hedna123b14_ESO
    hedna123b14_ESO
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    code65536 wrote: »
    @Wrobel This was one of the saving graces that made many magicka builds still viable in this age of overbuffed stamina. You must reevaluate.

    This is idiotic...Stam has best single target in this patch, but Magicka has highest AoE...now they took AoE from us as well...wtf?
  • Toast_STS
    Toast_STS
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    It needed a nerf. Not sure how I feel about this yet but lightning staff can hit harder than fire single target and it could do crazy AoE.

    https://m.youtube.com/watch?v=yisP67coJGA

    And then there's the lag it causes in pvp http://xboxdvr.com/gamer/Toast STS/video/21199858
    Edited by Toast_STS on September 3, 2016 4:38PM
    VR14 DK Leaps-in-keeps
  • RoyJade
    RoyJade
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    My fire HA hit for far more damage without maelstrom staff and aether set (who have a good synergy with thunder staff). It doesn't have the aoe component, but it has more damage, better weaving and better elemental wall.
    Remember that lightning staff is useful only if the HA spam deals more damage than a classic rotation. Without the aoe, the lightning staff will be back to his garbage place with the frost staff, ending the only -only- period since the release when a non-fire staff was good on a competitive pve dps.
  • hedna123b14_ESO
    hedna123b14_ESO
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    @ZOS_GinaBruno please heed our comments. This will effectively killing any opportunity for PvE lightning staff use
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