ESO Live Today - Some really good changes :o

  • Lylith
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    Vaoh wrote: »
    Lylith wrote: »
    so everyone bitched for years about pets being ***.

    then zos finally made pets viable and everyone bitched about THAT.

    so, naturally the nerf bat comes out and pets will be *** again.

    just brilliant. :/

    Well Pets used to be absolutely horrible. Then ZOSed continually buffed them until they got tired of buffing them and just shoved on like 2x the Pulses and way more damage in one patch. All of a sudden they result in disgustingly OP AoE DPS.

    People want this nerfed because it'd be better for it to become garbage again rather than OP if only the two extremes are possible.

    Tbh I actually have faith in ZOS to properly balance them this patch. They have managed to do a surprising good job balancing DPS this patch and they're obviously shooting to have each class be viable and none of them too strong.

    here's hoping they manage it.

    you've more faith than i.

    cheers.
  • Doctordarkspawn
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    So their not gonna reverse-course on the sustain changes?

    That's all I needed to see, bye.
  • ADarklore
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    Grabmoore wrote: »
    ADarklore wrote: »
    Eshelmen wrote: »
    Nothing added for Templar? :(

    Yes, they are making the Ultimate Nova faster to drop. Otherwise, they said they feel that Templars are in a good place right now.

    They like us templars where we are... on the bottom of the food chain without the unique playstyle we once had...


    One question, will those base game changes go live may 22nd already?

    Yes, base changes are going to Live on the 22nd for everyone on PC.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • templesus
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    templesus wrote: »
    So no PvP mag sorc nerf?

    Game continues to remain unbalanced.

    Other than the unbreakable mini Negate that Templars got? The buff to Eclipse is the most anti Sorcerer thing ZOS had done since ShieldBreaker.

    So one classes counter makes sorcs not good in pvp? Give me a break. A good sorc will just curse/force pulse and shield up until its over and go offensive with their free CC immunity. Further more you say "mini-negate" like it prevents them from using any magic abilities, which it doesn't, in fact the only ability I think they won't be able to use is frag. I just lol at sorcs trying to defend their class not being op at this point. Lol
    Edited by templesus on May 13, 2017 1:42PM
  • STEVIL
    STEVIL
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    pattyLtd wrote: »
    As for the changes I am happy we can finally be a bit more positive.

    I still dont understand the sudden obsession with forcing heavy attacks for resource return. I mean they even nerf the damage of it and increase light attack damage for compensation? I just dont see the reason for the majority of these changes.

    There is to many changes to get a clear picture of what it will play like for me at this point.
    Not big on math ill just stop overthinking it and see what happens for now i will not buy morrowind on release.

    All this uproar right with your first big expansion lol.
    I can only imagine how some of zos employees must be scratching their heads right now.

    Well the light and heavy changes make perfect sense, fits in with the feedback and evaluation both.

    testing and comments told them that as it was the "new meta" would likely be keeping all the damage topping gear and simply replacing many spammable ability weaves with heavies - so not accomplishing the idea of making sustain gear competitive.

    this change to light and heavy adds damage to weaves and takes damage from heavy - which will push that back - and also adds more sustain to heavy meaning you need fewer. net result more parity between the spammable weaves and heavies approaches - maybe not as much as needed but time will tell with the approaches being closer than they were before.

    But i dont think there was much surprise at ZOS. they have seen uproar over every balance patch, everytime, followed by adaptation and enjoyment. This wont be any different IMO.


    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Coilbox
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    Tasear wrote: »
    Lylith wrote: »
    so everyone bitched for years about pets being ***.

    then zos finally made pets viable and everyone bitched about THAT.

    so, naturally the nerf bat comes out and pets will be *** again.

    just brilliant. :/

    I am annoyed too. This why we can't have nice things. Also note they aren't fixed in vMol yet so best of luck. Less dps and less each week.

    @Wrobel can you look at pets in vMol? Since they are being nerfed.

    And guess what... all the tears coming from Cyrodil -.-
    Comrade, a word...
  • ADarklore
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    STEVIL wrote: »
    pattyLtd wrote: »
    As for the changes I am happy we can finally be a bit more positive.

    I still dont understand the sudden obsession with forcing heavy attacks for resource return. I mean they even nerf the damage of it and increase light attack damage for compensation? I just dont see the reason for the majority of these changes.

    There is to many changes to get a clear picture of what it will play like for me at this point.
    Not big on math ill just stop overthinking it and see what happens for now i will not buy morrowind on release.

    All this uproar right with your first big expansion lol.
    I can only imagine how some of zos employees must be scratching their heads right now.

    Well the light and heavy changes make perfect sense, fits in with the feedback and evaluation both.

    testing and comments told them that as it was the "new meta" would likely be keeping all the damage topping gear and simply replacing many spammable ability weaves with heavies - so not accomplishing the idea of making sustain gear competitive.

    this change to light and heavy adds damage to weaves and takes damage from heavy - which will push that back - and also adds more sustain to heavy meaning you need fewer. net result more parity between the spammable weaves and heavies approaches - maybe not as much as needed but time will tell with the approaches being closer than they were before.

    But i dont think there was much surprise at ZOS. they have seen uproar over every balance patch, everytime, followed by adaptation and enjoyment. This wont be any different IMO.

    Agreed! Time and time again, "I'm leaving" a couple months later, guess whose back, because there is nothing else out there like ESO. One thing about human psychology is that most humans react poorly to change, yet, humans have a remarkable ability to adapt to changes- especially forced changes. If left to change on their own, most humans wouldn't, but when push comes to shove, they are quite resilient creatures.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • danno8
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    Darlgon wrote: »
    Actually, this mechanic has been in place since the game launched. Players just had other places to get resource return.

    This is incorrect.

    There was no heavy attack resource return at launch. It was added several months later.

    Also, at first it was only stamina return, the staff returning magicka was added even later than that.

    I'm sure others who remember can back me up.
  • danno8
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    templesus wrote: »
    templesus wrote: »
    So no PvP mag sorc nerf?

    Game continues to remain unbalanced.

    Other than the unbreakable mini Negate that Templars got? The buff to Eclipse is the most anti Sorcerer thing ZOS had done since ShieldBreaker.

    So one classes counter makes sorcs not good in pvp? Give me a break. A good sorc will just curse/force pulse and shield up until its over and go offensive with their free CC immunity. Further more you say "mini-negate" like it prevents them from using any magic abilities, which it doesn't, in fact the only ability I think they won't be able to use is frag. I just lol at sorcs trying to defend their class not being op at this point. Lol

    Thanks for writing this so I didn't have to.
  • Violynne
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    It would be nice to hear actual numbers rather than the generic "we're increasing/decreasing damage" blurb.

    If heavy attacks are getting nerfed in order to produce more resource return, how much reduction does this translate to? As a stamBlade, I rely heavily on my heavy attacks not only to restore stamina, but to deal damage at the same time. It's part of my rotation because, frankly, the costs for many stamBlade skills are far too high for what we get.

    This change seems to make siphon morphing pointless, though it does free up a slot now.

    As for my magSorc, I'm concerned about the reduction time for heavy attack on lightning. Unlike other heavy attacks, this doesn't require a charge cast since it's DoT and I sure don't want to accidentally fire them off all the time. Honestly, it would be nice if the reduction of time wasn't applied to the lightning staff. Everything else: hell yeah, especially bows!

    Getting a buff in light attacks is welcome news. This should make rotations seem much smoother rather than using them to buy time for pool regen. Can't wait to see how this works.

    I also have to say I'm apprehensive on the CP changes which are coming. I understand developers want their toys to be utilized, but I have no comfort when I hear "we'll have to see how the changes work live" while we're forced to reconcile with these changes, which may (MAY) make the game difficult until the next patch fixes them.

    I'm optimistic, but I can't say that I'm happy that my 100 point 25% stamina regen is going to get nerfed just so I can put points into another skill that, if I cared about, would be getting points. I get the feeling I'll be having quite a few surplus points on hand.

    I suppose we'll all see what happens in about a week.

    Now, if you'll excuse me, I've got to tell my stamBlade she's about to get a little better with her heavy attack reduction times.

    Sadly for the rest of you, you'll hear "thwip thwip thwip" far more often. :wink:

  • Miswar
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    Watched the broadcast. Templars are "fine" according to them well ##%#%#.

    The good thing is that don't need to spend any euros on Morrowind update and truly hope that a lot of other consumers do the same exact thing.

    (censored) to ZoS and others do have a nice upcoming summer.
  • ADarklore
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    I honestly hope all these people that are threatening to quit actually DO quit and stay away. They are nothing but negative nancies who somehow expect that an MMO never changes and they'll never ever have to adjust to new game mechanics or other changes. Most of these players are 'end game' players who are a minority in ESO anyway, so in reality, the overall health of the game will not skip a beat if they're gone. Those players may not want to hear it, after all, that's why they're throwing their little temper tantrums here online, hoping that ZOS will feel sorry for them or will see them leaving as a threat to the game, but seeing as they're in the minority, they're threats are falling on deaf ears.
    CP: 2130 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • templesus
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    ADarklore wrote: »
    I honestly hope all these people that are threatening to quit actually DO quit and stay away. They are nothing but negative nancies who somehow expect that an MMO never changes and they'll never ever have to adjust to new game mechanics or other changes. Most of these players are 'end game' players who are a minority in ESO anyway, so in reality, the overall health of the game will not skip a beat if they're gone. Those players may not want to hear it, after all, that's why they're throwing their little temper tantrums here online, hoping that ZOS will feel sorry for them or will see them leaving as a threat to the game, but seeing as they're in the minority, they're threats are falling on deaf ears.

    You forgot the /rantover
  • akray21
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    Grim Focus change is a PvP nerf actually. The additional light attack is worse than having to recast in PvP.
    Edited by akray21 on May 13, 2017 3:06PM
  • itehache
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    That's great to hear.

    I have been using vigor in trials (just because we started to run trials with my guild not that long ago and sometimes we need to push the healing) and I have been told so many times that it's a waste of damage. I will now happily swap it for blade cloak, as we are also getting better at trials and we don't die as much :) good changes.

    About the heavy attack with bow, wasn't it supposed to be auto-shot? For what I see here they just made it shorter to get to full heavy attack (thank Talos as heavy attack in bow just takes way too much time), it won't be auto-shot then? Anyone knows?
  • Galwylin
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    Alright. These sound like actual improvements. I'm sorry but I keep thinking someone's going to get a hold of my leg. So, serious? No nerfs (well, the sorc pet)?
  • Korinth
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    Great ZoS answer to everything as far as the sorc pet nerf... Nerf something that works well so that it sucks just as bad as the crap they already nerfed all to hell. Eventhough my main is a Templar healer, second is my DK tank.... and I will always love my Stamblade Khajit (because that's how I WANT to RP a Khajit).
    Guild Officer
    Tamriel Transport Co.

    tusc.enjin.com/home
  • Korinth
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    ADarklore wrote: »
    In a way it kinda sucks because I just created a new Sorc utilizing a VF/DP build... although I'll be creating a new Warden on the 22nd, so I may just have to leave my Sorc where he's at and play my other characters for awhile.

    Yep...kina like I have parked my old Fav Stamblade because ZoS screwed them over. Now it appears I will be parking my Templar Healer and Sorc pet build.
    Guild Officer
    Tamriel Transport Co.

    tusc.enjin.com/home
  • Phinix1
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    Did they mention anything about adding defensive stats to Ice Staff tanking, or allow blocking CP to work with it, or allowing it to count as 2 set pieces, to bring it even REMOTELY in line with 1H/Shield?

    Consider the passives that a TRUE tanking weapon gains:
    • Reduce the cost of One Hand and Shield abilities by 10% and reduce the cost of blocking by 36%.
    • Increase your Weapon Damage by 5% and the amount of damage you can block by 20%.
    • Improves your standard bash attacks, Bashing deals 100% additional damage and costs 40% less stamina.
    • Increase the amount of damage you can block from projectiles and ranged attacks by 15%.
    • Increase your movement speed while blocking by 60%.
    • Strong low-cost tanking ultimate.

    Frost staff by comparison gains... NOTHING. No tanking passives other than a slow heavy attack taunt that really adds nothing to the game as-is other than confusion for DPS trying to roll frost DPS on their Warden only to pull aggro off the real tank while trying to play the heavy attack meta for sustain.

    No block cost reduction or strength passives.
    No defensive passives of any kind.
    No tank related ultimate.

    Edited by Phinix1 on May 13, 2017 5:46PM
  • leepalmer95
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    akray21 wrote: »
    Grim Focus change is a PvP nerf actually. The additional light attack is worse than having to recast in PvP.

    Yeah i was hoping they'd extend the time by like 5s.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Elsonso
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    Grabmoore wrote: »
    ADarklore wrote: »
    Eshelmen wrote: »
    Nothing added for Templar? :(

    Yes, they are making the Ultimate Nova faster to drop. Otherwise, they said they feel that Templars are in a good place right now.

    They like us templars where we are... on the bottom of the food chain without the unique playstyle we once had...


    One question, will those base game changes go live may 22nd already?

    For PC/Mac, NA and EU, yes
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • pattyLtd
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    Darlgon wrote: »
    pattyLtd wrote: »
    {breakdown below }

    Take a second...I will break down what you (and others have) said. Sorry, your post queued up the thought process tho, so its not just you:
    pattyLtd wrote: »
    As for the changes I am happy we can finally be a bit more positive.

    I still dont understand the sudden obsession with forcing heavy attacks for resource return.

    Actually, this mechanic has been in place since the game launched. Players just had other places to get resource return.
    pattyLtd wrote: »
    I mean they even nerf the damage of it and increase light attack damage for compensation? I just dont see the reason for the majority of these changes.

    They did nerf the damage of heavy attacks, but no where near to the level of the increased light attacks. Light attacks will still take less time to pump out, and return NO resources. They have sped up the heavy attack animation, reducing both its windup/cast time and how much damage it did (one poster showed it did 330% the damage of the light attack) and giving it more resource return. Doing this, makes it possible to actually do more heavy attacks than before, returning more resources than before.
    pattyLtd wrote: »
    There is to many changes to get a clear picture of what it will play like for me at this point.
    Not big on math ill just stop overthinking it and see what happens for now i will not buy morrowind on release.

    This is probably the best stance to take. Some of the changes will not make it into the PTS on Monday, so we will get hammered, err,,, see them on live first.
    pattyLtd wrote: »
    All this uproar right with your first big expansion lol.
    I can only imagine how some of zos employees must be scratching their heads right now.

    See, this final set of statements is what got me to pick your post. These changes are NOT really with the "first big expansion". They are happening with Game Update 14. Game Update 14 just happens to COINCIDE with the launch of Morrowind, but will affect every player, even if they dont buy the expansion.

    @Darlgon hi, thanks for giving such a detailed response to my post lol.

    I didnt mean these changes are bad its best news since pts 3.0 just surprised me they did this instead of just putting some of the already made changes on hold amd revert them.

    Regarding my last statement i do know it coincides with the expansion i only meant that they could have chosen to hype morrowind as much as possible instead which could have been better for business.

    It was just something i thought not some smartass statement or i didnt mean too anyway. :)
    English is not my native language, no grammar police please, tyvm
  • QUEZ420
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    Sallington wrote: »
    Huyen wrote: »
    Sallington wrote: »
    - Light attacks deal more damage
    - Heavy attacks deal less damage but restore more resources


    Nothing but ANOTHER band-aid "fix" to cover up a problem they implemented themselves. SSDD.

    At least they are fixing it.

    The fix would be to scale back the nerfs, so another change on top of them wasn't needed. NOT leave the nerfs as-is, and then put another change on top of them to lessen the impact of the nerfs.

    This is why their code is so spaghetti, and things unexpectedly break all over the place.

    I like the nerfs to be honest.

    Lulz!!! Enjoys being nerfed, by chance what class do u main good sir?
  • jeskah
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    danno8 wrote: »
    Darlgon wrote: »
    Actually, this mechanic has been in place since the game launched. Players just had other places to get resource return.

    This is incorrect.

    There was no heavy attack resource return at launch. It was added several months later.

    Also, at first it was only stamina return, the staff returning magicka was added even later than that.

    I'm sure others who remember can back me up.

    The resto staff had a passive, that upon a heavy resto attack, you gained magicka. Stamina return i do not remember at all, until the patch, when every heavy attack gained the resource gain.

    (And the resource gain opportunities were rather rare at those times: pots, spears, repetance, resto heavy attacks, evil hunter for stam and the mage guild skill wich traded health for magicka. I forgot the name.)
  • Dragonnord
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    Vaoh wrote: »
    Next PTS patch sounds fantastic right now!

    Dragonknight
    - Some stuff will get reduced in cost

    Yes, probably Stonefist, Hardened Armor, Green Dragon Blood or something else no one uses. :D
     
    Edited by Dragonnord on May 16, 2017 7:44AM
  • Vaoh
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    So their not gonna reverse-course on the sustain changes?

    That's all I needed to see, bye.

    Goodbye. See you in two weeks ;)
  • Artis
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    Light attacks deal more damage

    Thanks, ZOS, for making animation cancelling an even bigger thing. :s

    No, that's ZOS nerfing vMA weapons. Adding a number to a bigger number (new attack damage) means that the relative increase is lower. vMA weapons now add less % to the damage.
  • danno8
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    jeskah wrote: »
    danno8 wrote: »
    Darlgon wrote: »
    Actually, this mechanic has been in place since the game launched. Players just had other places to get resource return.

    This is incorrect.

    There was no heavy attack resource return at launch. It was added several months later.

    Also, at first it was only stamina return, the staff returning magicka was added even later than that.

    I'm sure others who remember can back me up.

    The resto staff had a passive, that upon a heavy resto attack, you gained magicka. Stamina return i do not remember at all, until the patch, when every heavy attack gained the resource gain.

    (And the resource gain opportunities were rather rare at those times: pots, spears, repetance, resto heavy attacks, evil hunter for stam and the mage guild skill wich traded health for magicka. I forgot the name.)

    Everyone just wore Magicka Furnace. At the time the cooldown was something like 10 seconds or maybe even less, lol.
  • Cpt_Teemo
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    So their not gonna reverse-course on the sustain changes?

    That's all I needed to see, bye.

    https://www.youtube.com/watch?v=5-tLstyA3ro
  • bloodthirstyvampire
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    templesus wrote: »
    So no PvP mag sorc nerf?

    Game continues to remain unbalanced.

    Typical Nightblade response. So easy to spot em these days.

    Typical mag sorc response so easy to spot these days
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