Pangnirtung wrote: »OrphanHelgen wrote: »is this a joke?
Still working on Macs? That is a joke.
Oreyn_Bearclaw wrote: »WTF IS THIS BULL &@%* ARE YOU ON CRACK!
Alchemy
Reduced the duration of Major Vitality from potions. The base duration is now 12.5 seconds, down from 47.5 seconds.
WTF is that!
I actually like that change. These were pretty OP. This brings them inline with other powerful potion buffs like Immovable, etc. Still great situationaly, but not something you can have 24/7.
This is crap, I"m gonna offload my potions so bloody fast it's not funny before they aint worth jack
OrphanHelgen wrote: »Can you please put a developers comment on why rearming trap was nerfed from 12% crit dmg to 10%, and the dmg by 30%?
@ZOS_GinaBruno Uh-oh... does this mean I can no longer use an add-on to monitor my vampirism level? Cause that would really suck....ZOS_GinaBruno wrote: »UI
Addons
- Effects that last longer than 30 seconds now follow the same rules as effects that last less than 30 seconds: they are only available to player-made addons if they are cast by the player or cast on the player.
Well, if it's a concern, this could be addressed fairly easily I would think - perhaps by tying the capture AP reward amount to the keep or resource "level" - For example, a Level 5 keep could be worth more than a Level 1 keep. The longer it sits, the more it's worth when it's flipped, maxing out after 30 mins.ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Alliance War
General
- Increased the base amount of AP for capturing resources to 1,500 AP.
- Increased the base amount of AP for capturing a keep to 6,000 AP.
- Increased the base amount of AP for capturing a town to 1,500 AP.
- Increased the base amount of AP for capturing an Imperial City District to 1,500 AP.
this doesn't work. while this is a nice idea and absolutely in balance for normal gameplay, it is extremely exploitable.
grab two groups of opposing faction that are large enough to quickly flip flags.
take turns turning a resource
if you have a map for yourself, you could even do that with keeps.
flipping every 30sec should be reasonnable and that'd be ~180k AP/h which is VERY decent (actually great) even for the most successful groups if maintained over a long time. If you do that at night on a rather empty campaign, it's easily sustainable for the whole night....
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »WTF IS THIS BULL &@%* ARE YOU ON CRACK!
Alchemy
Reduced the duration of Major Vitality from potions. The base duration is now 12.5 seconds, down from 47.5 seconds.
WTF is that!
I actually like that change. These were pretty OP. This brings them inline with other powerful potion buffs like Immovable, etc. Still great situationaly, but not something you can have 24/7.
This is crap, I"m gonna offload my potions so bloody fast it's not funny before they aint worth jack
@Lukums1
So you dont like the change for balance reasons or because you made a bunch of Potions. I can understand being upset about the later, but these potions are simply OP in their current state. It is a good change for the state of the game, but perhaps not your personal bank account. This is not a buff you should have access to 24/7. It's too strong.
If it makes you feel better, I am not particularly thrilled that I just spend over a million gold on Gear and Gold mats to setup my DK with Desert/black rose, on the promise that DKs were actually getting a meaningful buff. At least you werent lied too....
ZOS_GinaBruno wrote: »Exploration & Itemization
[*]Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
@ZOS_RichLambert Also yeah uh the death stroke (incapacitating strike) needs to be at a minimum 100 for ultimate cost not 70. There still hasn't been a change in the fact that the 20% extra damage when using it also applies to proc sets not just nightblade abilities. If possible make it only apply to nightblade abilities and I'll be fine with the 70 cost for now at-least. You can just say well ok viper sting and selene or veli gets 20% extra damage if they so happen to proc during the 6 second buff duration.
Lord_Dexter wrote: »There was no need for Training Armor nerf! It helps a lot in PVE tanking!
Incapstating strike is still OP, should have been nerf!
ZOS_GinaBruno wrote: »[/list]
Developer CommentsChanged as part of our overall Area of Effect consistency pass as described earlier.Weapon
- Bow
- Hawk Eye: Increased the duration of the buff granted by this passive to 5 seconds from 4 seconds.
@ZOS_GinaBruno Uh-oh... does this mean I can no longer use an add-on to monitor my vampirism level? Cause that would really suck....ZOS_GinaBruno wrote: »UI
Addons
- Effects that last longer than 30 seconds now follow the same rules as effects that last less than 30 seconds: they are only available to player-made addons if they are cast by the player or cast on the player.
Hello Development team,
Please roll back this change, this is simply not needed. Please do not change the Trainee Armor 5 piece bonus in anyway. Needs to stay at 2500. Too many players (not myself) have invested in this set and spent large amounts of gold and time getting this set.
ZOS_GinaBruno wrote: »
Exploration & Itemization
[*]Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
Thank you,
@CadaCosa
sirinsidiator wrote: »ZOS_GinaBruno wrote: »sirinsidiator wrote: »The developer comments are a huge improvement, but please don't hide them in spoiler tags next time. I don't want to have to click every single one of them.
We figured this would be preferred so those who only want to see the changes can easily read them, but if you're interested in the reasoning, you can click to learn more. Not married to this formatting, though, and can consider doing it without the spoiler tags.
I think if you give them a different color and maybe make them italic that should make it easy enough for readers not interested in them to skip them. On the other hand I can't quickly skim through them without pressing the "show spoiler" button the way it is now.
ZOS_GinaBruno wrote: »
Item SetsDeveloper Comments
- Armor of the Trainee: Reduced the Max Magicka, Stamina, and Health granted by this item set to 1250 from 2500.
Armor of the Trainee was meant as an introductory set that required no advanced strategy to utilize. The attributes it was providing were too high as you could get the same amount of Stamina that Draugr Hulk’s 5-piece provided, as well as significant Magicka and Health bonuses. This set will now provide less Stamina than the Draugr Hulk 5-piece, but more overall stats.
PLAY THE WAY WE (ZOS) WANT
Give it a break already. That set is meant for a brand new player trying out their first dungeon, not a BIS end game PVP set.
It's not like we all don't have many other alternatives.
People are just frustratred that a set they golded out is becoming obsolete. Same thing every time a set is nerfed for the greater good. It's hilarious though to see them argue that it was part of some "unique" build. Nothing unique about flat increase in stats. It was simply overperforming hence why so many used it. Same with Black Rose who also got nerfed. I currently use a Black Rose set and I saw it coming a mile away. Either people lavk insight and objectivity or they are purposely derailing balance in this game to save some materials.
I'm a dual wield sorc. Want to buy some gold spinner swords? More than slightly used? Cost 700K new.
I understand gear becoming obsolete perfectly, which is why I'm saving up cash and farming BSW like everyone else.
I was quoting you because we agree.
THEDKEXPERIENCE wrote: »I read the first 6 pages so please excuse me if this has been addressed. The changes to Cyrodiil AP have the potential to either be the greatest thing imaginable or terribly exploitable depending on how they are implemented.
As someone who frequently solos resources and only gets 25 AP for it, getting 1500 AP is a boon for players like myself. My worry is that if there is not a cooldown of, say, 30 minutes on a single resource (or possibly longer) then there WILL be cross faction guilds exploiting this. Ideally what we should avoid is a case where one group can flip it and then advance on and the next group do the same right after to get max AP. If this is possible some resources will be a conga line of AP farming. If one person can only get AP from a single resource every 30 minutes this would be avoidable.
As for the solo player, which I'm thinking was the reason for this addition, it should work great. Even in ideal circumstances we're still looking at at least 10 minutes to flip all 3 resources.
Anyway, as long as there is a cooldown on a single resource I think this is a GREAT change for solo players who want to actively help their alliance by flipping resources.