As for troll repair, I agree that I've seen good uses of it that contributed to game play, but needs some sort of cap.
@ZOS_RichLambertZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
Drummerx04 wrote: »@ZOS_RichLambertZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
I don't even have words of praise that can state how much I am thrilled by this. Lightning will remain a beautiful pve weapon and you will remain a beautiful person.
This has gotten me thinking about ice staves. Fire and lightning fill the roles of single target and aoe staves, but ice is still left sort of hanging. What if ice becomes a resistance debuff staff?
Tri Focus: Fully charged heavy attacks with ice staves will reduce the targets physical and spell resists by ~2000 for 15 seconds.
Wall of Elements: enemies within the (ice) effect take 2/3/4/5% additional damage from all sources (in addition to being chilled/snared)
From what I can see, this would give ice staves a nice utility that would make them worth considering for end game pve. The other two staves remain as viable as ever, but ice would suddenly become a valuable group tool, like running Night Mother's Gaze or Alkosh.
I actually just started using a lightning staff on one of my characters about a month ago, and I've been finding that I like it way more than I was expecting to. So I'm pretty happy about that onepsychotic13 wrote: »The Lightning staff didn't effect me as I never used it, but I appreciate the fact you're actually listening to the community for once
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
ZOS_RichLambert wrote: »Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
ZOS_RichLambert wrote: »Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
ZOS_RichLambert wrote: »Fixed an issue where your character’s movement speed was 10% slower when your weapons were unsheathed.
A little background on this one... the design with character movement has always been you should move faster with weapons sheathed. Back in update 9 we fixed a bug where that wasn't happening. We've decided to change the design and are removing the 10% run speed penalty for having your weapons unsheathed. Thanks for all the feedback on this and we'd definitely love for people to provide new feedback on this change after playing it on PTS.
ZOS_RichLambert wrote: »Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Drummerx04 wrote: »@ZOS_RichLambertZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
I don't even have words of praise that can state how much I am thrilled by this. Lightning will remain a beautiful pve weapon and you will remain a beautiful person.
This has gotten me thinking about ice staves. Fire and lightning fill the roles of single target and aoe staves, but ice is still left sort of hanging. What if ice becomes a resistance debuff staff?
Tri Focus: Fully charged heavy attacks with ice staves will reduce the targets physical and spell resists by ~2000 for 15 seconds.
Wall of Elements: enemies within the (ice) effect take 2/3/4/5% additional damage from all sources (in addition to being chilled/snared)
From what I can see, this would give ice staves a nice utility that would make them worth considering for end game pve. The other two staves remain as viable as ever, but ice would suddenly become a valuable group tool, like running Night Mother's Gaze or Alkosh.
ZOS Giveth...ZOS_RichLambert wrote: »Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
ZOS Taketh Away...ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
But doesn't this make it even more difficult for small organised groups to defend against large unorganised groups (i.e. zergs)? See, on Azura's NA PC we're having bit of trouble with an influx of players to one particular faction. When they are running, they outnumber the two other factions by a margin of 5:1. The gameplay isn't very engaging. I think it would be great if you gave the defenders, when they are outnumbered, even more tools to deal with them instead of taking tools away.
ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
Fixed an issue where your character’s movement speed was 10% slower when your weapons were unsheathed.
A little background on this one... the design with character movement has always been you should move faster with weapons sheathed. Back in update 9 we fixed a bug where that wasn't happening. We've decided to change the design and are removing the 10% run speed penalty for having your weapons unsheathed. Thanks for all the feedback on this and we'd definitely love for people to provide new feedback on this change after playing it on PTS.
Poison Injection (Poison Arrow morph): Fixed an issue where this morph’s bonus damage to low-health targets was applying to equipped Poisons and the Poisoned status effect.
This is the "Ravage Health Bug" that some PVP players have been running into. Thanks to Nafirian on Twitch for reporting it with such great repro steps.
Tri Focus: Reverted the bug fix that caused Shock Heavy Attacks to not splash damage to nearby enemies during the entire channeled attack. The tooltip of Tri Focus has been updated to reflect this change.
This one is similar to the movement speed issue. The original design was the splash damage would only hit on the last tick. We fixed a bug where this wasn't happening and after feedback and evaluation we decided to change the design and revert the fix.
So mindless zerg was buffed, again.ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
Keep walls can no longer be repaired when between 95% and 100% health while under attack.
"Troll repairing" as some people affectionately call it has been removed. We will be watching feedback on this change closely.
?ZOS_RichLambert wrote: »Quick sneak peek at a few PTS natch potes for next week, with some commentary. The actual patch note is in bold.
AoE Caps has been disabled in Cyrodiil.
We runned multiply of performance issues over all campaigns since we implemented cap system and decided to revert it back to make stacking less effective than any battle tactics which requires brain usage.