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So am I the only extremely happy person with the patch changes?

  • ProfessorKittyhawk
    ProfessorKittyhawk
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    I'm just happy to have another big new zone to explore and a new class to toy around with in the process.
  • lookstwice
    lookstwice
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    I'm okay with the patch changes except for the stealth fixes/changes.
  • Unfadingsilence
    Unfadingsilence
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    Seems like a lot of the ppl crying just want to be carried with gear and CP. Really I have been playing since the game dropped and I love change. It makes a better player out of anyone that tries to play and so seems to me all the ppl crying over getting things changed and taken away maybe you should umm what's the thing they always said to other ppl on the forum's??? OH YAH :smile: L2P :wink:
    Edited by Unfadingsilence on April 21, 2017 5:18AM
  • CapnPhoton
    CapnPhoton
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    No but you are part of a small minority who like it

    Probably not true. But the people who find fault with most everything regarding any sort of change are a lot louder. Whether it's constructive, angry, or just attention seeking, they post a lot more.

    People who are content and happy, are playing...
    Edited by CapnPhoton on April 21, 2017 5:23AM
    Xbox One NA Aldmeri Dominion
  • KeiruNicrom
    KeiruNicrom
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    The over all patch i like. Its a few skills that got changed drastically that i take issue with.

    NB siphoning strikes morphs changing could use a value change, nothing drastic just a slight cost reduction as right now the cost is not worth the return. On live my NBs always use it. On pts ive dropped it completely.

    Templar repentence only affecting caster for stam is a major nerf that would be nice to see reverted. I dont even play templar and i dont like it. A reduction to the stam return per body or maxing out at a certain number of bodies giving return but all of the ones above that limit still getting used up would be a much better change imo

    Rest of the patch im okay with. Feels like they are nerfing most things to make Warden seem better so more people will buy Morrowind but its understandable to want to make a new product seem waaaay better than an older one
    Edited by KeiruNicrom on April 21, 2017 5:34AM
  • deathbyk1te
    deathbyk1te
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    I can't say I was too happy with the changes, especially since my Stamblade got knocked down when we're already one of the worst dps classes for PvE. I've made the changes I need to get my dps to what it is on live so at least that's one good thing.
    @deathbyk1te

    Dani Ackerman- DD- Redguard NB [EP]
    Leona Chosen of the Sun- Tank-Imperial DK [EP]
    Diana Avatar of the Moon- DD- Nord Templar [EP]
    Fate T Harlaown- DD- Imperial Sorc [EP]
    Kha Zix Talons- Healer-Argonian Templar [EP]
  • Arthg
    Arthg
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    I'm one to wait and see.

    I find the general outcry ludicrous: most posts are uselessly aggressive, not supported by actual tests, and sound like tantrums thrown by spoilt brats. Clearly there are better ways to get the devs' attention.

    My class (sDK) will apparently take a massive hit.
    But ZOS has been known to make last minute changes, so who knows what's in the offing for real.
    Also, changes have to be considered globally, I don't think isolating a "nerf" and shedding tears over it makes sense.

    I definitely like the move to grant sustain more importance, but this might also change.

    I see no other rational behaviour than to wait and see.
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • Sigma957
    Sigma957
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    The changes I am ok with except one which I hope it get reverted back or at very least get changes so it benefits other people nearby and that is repentance.
  • hmsdragonfly
    hmsdragonfly
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    Goshua wrote: »
    If it reduces constant 0 to 100 healing, perma rooting and the over-the-top damage output in PvP I'm happy with all these changes.

    It won't. big heals and burst damage will still be a thing. what happens after that burst will be where it matters.

    Am I alive, can i get back.. are they dead do I have any gas left..

    I like the changes. I don't really see it having as big of an impact as initially thought, outside of trials

    Well it will be more fun for a Templar healer, because now non-Templar healers can compete with you for a spot in the raid, I think if you like competition, it will be fun healing with a non-Templar healer in a raid :P
    Aldmeri Dominion Loyalist. For the Queen!
  • cmetzger93
    cmetzger93
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    Im kind of looking forward to seeing alot of the meta Hoppers go TBH
  • Twilix01
    Twilix01
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    Frankly the only things I'm disappointed about are as follows:
    • No indication that two-handed weapons are being adjusted for lack of set piece compared to dual wield/one-hand and shield.
    • Not a peep about the possible token system discussed before.
    • NO REACH WINTER STYLE COME ON ZOS I WANT TO DECONSTRUCT ALL THIS BRIARHEART STUFF I'VE BEEN HOARDING JUST FOR STYLE MATS, THROW ME A BONE!
  • Biro123
    Biro123
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    Looking forward too it.

    Major changes = back to the drawing board with builds. I get board when not thinking up and tweaking builds.
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Kay1
    Kay1
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    Seems like a lot of the ppl crying just want to be carried with gear and CP. Really I have been playing since the game dropped and I love change. It makes a better player out of anyone that tries to play and so seems to me all the ppl crying over getting things changed and taken away maybe you should umm what's the thing they always said to other ppl on the forum's??? OH YAH :smile: L2P :wink:

    I've done last stage vMsa with a broom and I'm still not happy because I think for the rest of people.


    Your opinion about it?
    K1 The Big Monkey
  • Bombashaman
    Bombashaman
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    I also like the most of the patch changes. But then again, I only solo PvE, mainly level alts and solo bosses with my main. Lowering sustaining makes that a little bit harder as fights take longer when I have to heavy attack more, but hey, I have time.

    Maybe PvP and group-PvE take more hits.
  • Arthg
    Arthg
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    Kay1 wrote: »
    Seems like a lot of the ppl crying just want to be carried with gear and CP. Really I have been playing since the game dropped and I love change. It makes a better player out of anyone that tries to play and so seems to me all the ppl crying over getting things changed and taken away maybe you should umm what's the thing they always said to other ppl on the forum's??? OH YAH :smile: L2P :wink:

    I've done last stage vMsa with a broom and I'm still not happy because I think for the rest of people.


    Your opinion about it?

    Just let the "rest of the people" think for themselves.
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • GaldorP
    GaldorP
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    I was hoping they would globally nerf resource regain mechanics for PvP, but also nerf the resource-draining poisons. However, in the patch notes many class-defining abilities were nerfed for both PvE and PvP to the point where it really hurts people who loved those abilities. And I'm not sure if those nerfs actually fix the problems they are supposed to fix.

    For example, Stam DKs had very strong self-healing with Major Mending from Igneous Shield + Rally + Vigor (+lots of other defensive and healing buffs and minor damage shields including Champion system and item set bonuses). Now almost all of these abilities got nerfed, but this will not affect the players the most who stack all of them in PvP, it will have the biggest impact instead for players who used maybe just one or two of them in PvE.

    Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.
    The nerf to Breath of Life was long overdue and the ability is still very strong. Templars will still be very strong and easy to play healers that bring a lot of utility to the group.

    I still believe that unlimited stacking of healing and damage shields in PvP is a problem that should be adressed by introducing a global cap for how much health a character can regain per second and a maximum damage shield size of 100% of the character's health. And I still think that ESO should have cool-downs for all abilities (they wouldn't have to nerf sustain at all for balancing if cool-downs existed).

    For Cyrodiil (large-scale siege PvP) I think there's 3 things that really shouldn't happen and should be avoided at all cost:
    1. When people group up and move around stacked on top of each other this should absolutely not make them invulnerable. A coordinated attack on such a group should be able to pick a few targets. Right now, the stacking of heals, health recovery and other health regain mechanics + stacking of damage shields basically makes players in such groups impossible to kill. Nerfing Breath of Life to at least require some aiming was a step in the right direction to remove this silly zergballing issue, but after such a long time where this was a huge, huge problem in Cyrodiil it would be nice if this could finally be resolved some day (I suggested above to solve this by introducing a limit for how much health and damage shield a player can regain per second and a limit for how much total damage shield a player can have; for example, a player could not regain more than 25% of their maximum health per second and could not gain more than a damage shield value equal to 100% of their maximum health per second; the total Damage Shield size a player could have would also be capped at 100% of that player's max health; also, remove all AoE caps, of course. Absolutely no one complained when the AoE caps were weakened in a patch a while ago, just remove them completely now).
    2. When a player has such a strong build that 10 other players (knowing the basic mechanics of the game) have no chance in beating that player that just shouldn't happen. A strong player with a good build should be able to outplay several other players, but when 5 or more players coordinate their attacks and work together to beat that one player they should stand a chance in that fight. Guaranteed escape mechanics and unlimited survival builds are just cheesy and not fair and will upset a lot of new players (and Cyrodiil needs a lot of players to stay alive as large-scale siege PvP zone; it shouldn't just be a playground for pro-PvP players with unbeatable builds).
    3. Gank builds that can kill a player with an attack from stealth without giving that player any chance of fighting back or surviving the attack. I think this has been adressed mostly. There's still not enough counters to stealth though. Show the number of enemy players that are at each resource and keep on the map. Increase the radius of all stealth counters, including detection potions and especially Revealing Flare.
  • Furinol
    Furinol
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    I'm too new to judge but my magsorc is my second lvl 50 and I am enjoying soloing what I can. Schedule and interest don't allow for grouping much if at all. I also have a nightblade that i use for crafting and thieving only.

    I won't rush to judgement but if my ability to do interesting stuff solo is impacted by the upcoming changes I would likely stop playing.

    No clue how strongly the "treat the game like skyrim" crowd is represented but that is essentially what I do.
  • hmsdragonfly
    hmsdragonfly
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    GaldorP wrote: »

    Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.

    They don't nerf Shard, they are giving non-Templar healers a chance to join a vet trails by giving them a mean to restore stamina to the group. Non-Templar healers are not allowed to do vet trials right now because of that exact reason. Making Shard "unique ability" of Templar is like transferring Pierce Armour from 1HS skill line to DK and tell non-DK tanks to go screw themselves they are not allowed to tank. Restoring stamina to the group shouldn't be Templar's "class unique", that's just wrong, Pierce Armour might as well be DK's "class unique" if we want to go that way.

    But yes, nerf to Repentance is 100% unnecessary, it shouldn't make it to live.
    Edited by hmsdragonfly on April 21, 2017 11:27AM
    Aldmeri Dominion Loyalist. For the Queen!
  • Agalloch
    Agalloch
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    For those who approve these nerfs ..try to do a vet trial or vMA on PTS ....this for the beginning :)

    All the classes was nerfed to make Warden OP.

    I'm sorry to say this ...but this is the true...
  • Knootewoot
    Knootewoot
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    Game is already a mess in some parts, especially CP-wise. So yes, I am excited. Sometimes to create something you first have to destroy something. Let the wrecking balls swing. I look forward to any changes. I am a NGE survivor.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • GaldorP
    GaldorP
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    GaldorP wrote: »

    Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.

    They don't nerf Shard, they are giving non-Templar healers a chance to join a vet trails by giving them a mean to restore stamina to the group. Non-Templar healers are not allowed to do vet trials right now because of that exact reason. Making Shard "unique ability" of Templar is like transferring Pierce Armour from 1HS skill line to DK and tell non-DK tanks to go screw themselves they are not allowed to tank. Restoring stamina to the group shouldn't be Templar's "class unique", that's just wrong, Pierce Armour might as well be DK's "class unique" if we want to go that way.

    But yes, nerf to Repentance is 100% unnecessary, it shouldn't make it to live.
    They did nerf Shards a bit I think:
    The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    But ok, if Shards were so important for vet trials that other healers were basically not an option then I guess that change was needed.
    Edited by GaldorP on April 21, 2017 11:40AM
  • Banzai406
    Banzai406
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    So consider this, we regularly complain about: (1) HA balance, (2) Class balance, (3) PvP balancing vs PvE balancing, and (4) no unique builds.

    What if this is due to 1 issue: there are currently no negatives for going max damage. We discuss HA balance because you gain resources like those in less vulnerable armor, class balance around dps maxes only which gives large resource pools to off set no recovery, anti zerg approaches hurt max damage in PvE upsetting performance, and hybrids can't be made because max damage > all and health chants for nothing.

    all end game content is group based (other players needed) outside of achievement hunting. In these scenarios, the race to the max damage, especially when groups are spec'ed to be optimized. Essentially you had to sacrifice nothing to get max damage because armor + weapon + ratios of classes = sustain was no issue.

    The change of making sustain more character than group focused shifts the balancing around solo character builds. By doing so, max damage only makes you ineffective. This shifts the focus away from max damage specs, to balancing starts to survive and sustain. Factor this with cp and stats now giving most of the punch way earlier, and it's evident that max stat builds will be so marginally better than a balanced stat in terms of damage that you'll be gimped because you have no health and you have no sustain.

    Every balance issue we discuss daily is solved by removing the focus away from max damage and towards individual sustain. Honestly, it's small change in terms of its affect. I do think mob health in the trials may need adjustment, but aside from that this changes the way we play the game but for the better.

    It's not the resource nerf it's all the class changes trust me i agree sustains a problem but changing everyone's passives that's where I have a problem
    Edited by Banzai406 on April 21, 2017 11:40AM
  • Dreepa
    Dreepa
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    I like a lot of the changes. Seems the right thing to do. Will require a lot of playtesting and then evaluate again.

    But I still think ZOS would need to add more mathematical edge case mechanics to really get there. Stuff like using non-linearity on regeneration (low resource = low regen, so if you go all in, you make a hard decision), or making dependencies in regards to max damage more important (e.g. high crit chance with light/heavy attack when stamina is high, nearly no crit chance when stamina is low, just, as an example). Gear could then intervene with those things. E.g. a weapon could have the ability: Always has max crit chance, independent of stamina pool left.

    The combat mechanics are too simple overall. They should look to improve not by changing numbers alone, but by adding dependencies, situational modifiers and synergy factors.
    Edited by Dreepa on April 21, 2017 11:46AM
  • hmsdragonfly
    hmsdragonfly
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    GaldorP wrote: »
    GaldorP wrote: »

    Nerfing the Templar's unique role of helping out with Stamina sustain in groups I think was unneeded. Slightly nerfing Shards is ok in the context of a global reduction for sustain in this update, but giving the Templar's unique ability to everyone via Undaunted skill line and changing Repentance so it only will give Stamina back for the Templar now I think went a bit too far and took away from the classes uniqueness.

    They don't nerf Shard, they are giving non-Templar healers a chance to join a vet trails by giving them a mean to restore stamina to the group. Non-Templar healers are not allowed to do vet trials right now because of that exact reason. Making Shard "unique ability" of Templar is like transferring Pierce Armour from 1HS skill line to DK and tell non-DK tanks to go screw themselves they are not allowed to tank. Restoring stamina to the group shouldn't be Templar's "class unique", that's just wrong, Pierce Armour might as well be DK's "class unique" if we want to go that way.

    But yes, nerf to Repentance is 100% unnecessary, it shouldn't make it to live.
    They did nerf Shards a bit I think:
    The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
    But ok, if Shards were so important for vet trials that other healers were basically not an option then I guess that change was needed.

    Oh yup my bad, they did nerf Shard a bit. I don't fully support that nerf, though.
    Aldmeri Dominion Loyalist. For the Queen!
  • waterfairy
    waterfairy
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    I don't complain about none of what "we regularly complain about"...if I get killed in pvp or can't kill a stronger player 1v1 it's ok, it's not supposed to be an even playground.
    Congrats on killing the game with your complaints, I hope you enjoy having less people to fight in pvp when many leave because of this.
  • Myrrah
    Myrrah
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    i am not excited about the changes but my viewpoint is the same one i take in life-adapt. i understand why people who put a huge amount of time and thought into the game and how to do the endgame content most efficiently-are so upset. And you won't hear any mocking of them from me. (But you won't hear any mocking of the devs from me either) i have not put intense thought and effort into endgame though. the reason why i have not is because this kind of stuff happens. i've been playing games for too long to invest too much intensity into it. i know what will happen. i will invest much and have it wiped out and be upset. i don't play games to get upset. i play games to have fun. So i stay casual in my approach. Which makes it easier to adapt when the inevitable happens.

    i very much appreciate those who have put a lot of thought and effort into what is the best way to do things though. They deserve some respect for making things easier for everyone else by investing their time so heavily. I also have a lot of respect for the devs for constantly working on trying to make the game better. Mistakes will be made and sometimes unpopular choices that aren't actually mistakes.

    Even as a casual-i will have to change up some things. For me-that's not the end of the world. It's an end to complacency. Which is usually how change effects things in life as well. It's not usually a bad thing for something to end complacency. i have found it's usually better to find something you like and focus on that-which i am already doing.

    You watch the news in the world and watch people who are unhappy about something destroying their own neighborhoods and you wonder why on earth they think that's a solution to anything. I ask the same question regarding these forums.
  • rager82b14_ESO
    rager82b14_ESO
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    No but you are part of a small minority who like it

    The loudest is not the most.
  • Dreepa
    Dreepa
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    No but you are part of a small minority who like it

    The loudest is not the most.

    Indeed. Same thought here. People always think their team is the biggest. Nope.

    Most players don't even go on the forums or just read a bit and are gone to play the game!
  • bg22
    bg22
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    xaraan wrote: »

    It also will actually make builds less diverse (at least to do the top end stuff) and the CP changes (which I don't all hate actually) also do this by pretty much forcing everyone to just spread their points out into the same stuff since there is so much less return that nobody will be spec'd into doing certain things for their build in a "better" way. It will just be "put X number of points into all these" for the best return on almost any build.

    Bro...THAT is why they're changing it, bc everyone uses the same damn OP thing.

    You think y'all would be freaking out if that weren't the case. They remove TWO CP options and the whole world freaks out.

    Lol Get real.
  • bg22
    bg22
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    Also, I like the changes. Since I'm an oddball, I already don't use those CP choices. And my character hasn't imploded yet. Crazy, I kno.
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