PTS Patch Notes v3.0.4

  • Potenza
    Potenza
    ✭✭✭✭✭
    Midori_Oku wrote: »
    Oh man, if the light attack damage increase actually works with overload I'm going to be so excited! I love seeing crazy high numbers!

    Overload is an ultimate. So I dont think it will work that way.
  • Witar
    Witar
    ✭✭✭✭✭
    Huge lightning staff nerf. Sad.
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • f047ys3v3n
    f047ys3v3n
    ✭✭✭✭✭

    72si3qkh3ba1.png
    General
    • Increased the damage of Light Attacks by 15%.
    • Decreased the damage of Heavy Attacks by 15%.
    • Increased the resources restored by fully-charged Heavy Attacks by 30%.
    • Reduced the cast time of fully-charged Bow Heavy Attacks by 10%.
    • Reduced the cast time of fully-charged Flame and Frost Heavy Attacks by 12.5%.
      Developer Comments:
      There are two goals with all the changes listed above. First, we want the damage difference between Light Attack weaving and Heavy Attack weaving to be more prominent. Light Attacks should be the clear winner when you are trying to maximize damage per second, while Heavy Attacks should deal less damage per second in exchange for restoring resources.

      Second, we want to speed up some of the slowest Heavy Attacks while also increasing the amount of resources all Heavy Attacks restore. This should improve the combat feel of winding up some of the slower Heavy Attacks, while also allowing all builds to restore their resources faster and with less Heavy Attacks needed.

      So, Obviously my old school medium attack weave build just got a 30% nerf relative to a light attack build here. That probably comes out to something like a 3k dps swing between those who use light attacks (most folks) and those with medium attacks. Light was already a bit higher dps so I am not sure what motivation of this is. The only real advantage to medium attacks was that on funnel health, which has a slower animation than other spamables, you got a little more damage on the medium charge to offset a bit the cost of the slow cast time. So, for a few mNB's this is a class nerf as well as an utter destruction of the basis of every build you ever had since 1.5 and all the timings you learned. RIP me

      As for the cast time changes. It looks like they go from ~2.2 to ~1.9 seconds. This is probably aimed at making frost tanking a little faster and flame staffs a little more competitive with shock in the full heavy portion of the rotation now required. This will not work as I understand shock restores magica on every tick so it is much better if you have to interrupt a full heavy to deal with a mechanic as you will still get some resources back. I certainly think that a shock / fire build is probably best for everything now if it wasn't already. The only reason I did fire / fire was medium attacks and that is not a thing anymore.
      Nightblade
      • Assassination
        • Grim Focus:
          • You can now fire multiple Assassin’s Will or Assassin’s Scourge bow procs from a single cast of this ability and its morphs.
          • Increased the amount of Light or Heavy Attacks needed to obtain an Assassin’s Will or Assassin’s Scourge bow proc to 5 attacks from 4.
        • Merciless Resolve (Grim Focus morph): Reduced the duration of the snare from this morph’s Assassin’s Will bow proc to 3 seconds from 5 seconds.
          Developer Comments:
          Allowing you to fire multiple Assassin’s Will procs from a single cast of Grim Focus should streamline the ability usage by eliminating the need to recast it early. We’ve increased the amount of attacks needed to obtain a proc slightly, but the net result should be an increase in Nightblade PvE DPS with the extra global cooldowns.

      So focus is actually even trickier to use now as there is something extra to keep track of and it must be front barred. I say extra to keep track of because the duration of focus didn't used to matter. You simply recast it once every rotation of whichever DOT you put it on the bar with. It was kind of like a choose your own duration DOT except it functioned only as a self buff with what amounted to a dps neutral cast. Now you can proc it several times but that does not refresh the cast so you need another buff timing bar up that has another odd duration. It doesn't play very efficiently with twisting path or the 8 second DOTs so I expect you will just go with one extra proc and not try to get too cute with trying to get 2 extra off. This is especially since you have very oddly timed full heavies to fit in. Front bar might be shock staff with focus, twisting, funnel, magelight shield. Back might be flame staff with crippling, impale, wall, magelight and something else where siphoning used to be (maybe shield again.)

      As for siphoning, They said in ESO live that it is getting a buff. Realistically, I don't think it will make the bar regardless. If the buff is not enough to make full sustain without channeled heavies being necessary than it really serves no purpose since the full heavy channels will return more than enough resources without it. To make siphoning worth running it would have to be at least it's former strength and that seems pretty unlikely. I just don't think active resource management (ability use, group buffs, and synergizing) is going to be a thing any more. It is simply not efficient and passive resource management (full heavies in your rotation) is very strong and has little dps cost. Yes, I did deliberately word this the opposite of how ZOS did when they used their doubblespeak. The thing is that we really did actively manage resources before in that we changed what we cast and did depending on what our levels are. Now it will be passive in the sense that our stock behavior will always provide plenty of resources. This will not, however, make play easier as the differing ability cast times and rhythms between a full heavy ability sequence and a light attack one will add a lot of complexity especially when rotations feature a bunch of differently timed DOT's and therefore the heavy ability sequences will have to be well timed and dynamic in there placement.

      In summery, it looks like mNB will be another bit more complex to play by having another buff timer to have to try to actively manage at odd timings. This will be added to the fact that there will now be full heavy channels and light weaves in the rotation that will feel very different from each other and also land at slightly different timings each rotation. This all adds up to significantly more complexity and therefore player performance divergence (opposite of ZOS stated goal.) This is true of other classes as well though to a lesser extent. As to whether mNB is closer to functional in comparative dps I do not yet know as the sorc pet changes did not happen this update. Without pet giving sorc a gear advantage and another DOT the buffs to mNB might bring it close. I actually think it might be reasonably functional if you perfectly handle the significantly tricky new timings in the rotation. This new rotation is very complex though and will largely have to be relearned from scratch so I am not sure how many will try mNB.

      It is astounding how virtually every change has added more layers of complexity of timing to the optimal rotation when ZOS stated goal for some time has been the opposite. When I look at these new half full heavy and half light rotations with all their DOTs and Procs I just think damn, that is some complex stuff. I can't even tell you where in your third 8 second major rotation duration each full heavy and focus proc, will land and if there will be a focus reapply. It boggles the mind. Ideally you are now sinking a 5 attack (cast time will vary), two 8 second, a 11.5 second, and a 20 second cast with full heavies that need to average probably 1 every 15 seconds and are 2.2 seconds (shock staff) long which shouldn't delay any of the other casts. I can't even figure that out on paper. Just think about that. You created a mess so complex that now I would need to write an optimization algorithm to even figure what I'm supposed to do let alone actually do it.

      Anyhow, my build is completely wrecked and I have little desire to continue though yet another complete teardown and rebuild of the basic combat system only to still be up against cheat engine in PVP and PVE.



      Edited by f047ys3v3n on May 15, 2017 9:01PM
      I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
    • Uriel_Nocturne
      Uriel_Nocturne
      ✭✭✭✭✭
      ✭✭
      f047ys3v3n wrote: »

      72si3qkh3ba1.png
      General
      • Increased the damage of Light Attacks by 15%.
      • Decreased the damage of Heavy Attacks by 15%.
      • Increased the resources restored by fully-charged Heavy Attacks by 30%.
      • Reduced the cast time of fully-charged Bow Heavy Attacks by 10%.
      • Reduced the cast time of fully-charged Flame and Frost Heavy Attacks by 12.5%.
        Developer Comments:
        There are two goals with all the changes listed above. First, we want the damage difference between Light Attack weaving and Heavy Attack weaving to be more prominent. Light Attacks should be the clear winner when you are trying to maximize damage per second, while Heavy Attacks should deal less damage per second in exchange for restoring resources.

        Second, we want to speed up some of the slowest Heavy Attacks while also increasing the amount of resources all Heavy Attacks restore. This should improve the combat feel of winding up some of the slower Heavy Attacks, while also allowing all builds to restore their resources faster and with less Heavy Attacks needed.

        So, Obviously my old school medium attack weave build just got a 30% nerf relative to a light attack build here. That probably comes out to something like a 3k dps swing between those who use light attacks (most folks) and those with medium attacks. Light was already a bit higher dps so I am not sure what motivation of this is. The only real advantage to medium attacks was that on funnel health, which has a slower animation than other spamables, you got a little more damage on the medium charge to offset a bit the cost of the slow cast time. So, for a few mNB's this is a class nerf as well as an utter destruction of the basis of every build you ever had since 1.5 and all the timings you learned. RIP me

        As for the cast time changes. It looks like they go from ~2.2 to ~1.9 seconds. This is probably aimed at making frost tanking a little faster and flame staffs a little more competitive with shock in the full heavy portion of the rotation now required. This will not work as I understand shock restores magica on every tick so it is much better if you have to interrupt a full heavy to deal with a mechanic as you will still get some resources back. I certainly think that a shock / fire build is probably best for everything now if it wasn't already. The only reason I did fire / fire was medium attacks and that is not a thing anymore.
        Nightblade
        • Assassination
          • Grim Focus:
            • You can now fire multiple Assassin’s Will or Assassin’s Scourge bow procs from a single cast of this ability and its morphs.
            • Increased the amount of Light or Heavy Attacks needed to obtain an Assassin’s Will or Assassin’s Scourge bow proc to 5 attacks from 4.
          • Merciless Resolve (Grim Focus morph): Reduced the duration of the snare from this morph’s Assassin’s Will bow proc to 3 seconds from 5 seconds.
            Developer Comments:
            Allowing you to fire multiple Assassin’s Will procs from a single cast of Grim Focus should streamline the ability usage by eliminating the need to recast it early. We’ve increased the amount of attacks needed to obtain a proc slightly, but the net result should be an increase in Nightblade PvE DPS with the extra global cooldowns.

        So focus is actually even trickier to use now as there is something extra to keep track of and it must be front barred. I say extra to keep track of because the duration of focus didn't used to matter. You simply recast it once every rotation of whichever DOT you put it on the bar with. It was kind of like a choose your own duration DOT except it functioned only as a self buff with what amounted to a dps neutral cast. Now you can proc it several times but that does not refresh the cast so you need another buff timing bar up that has another odd duration. It doesn't play very efficiently with twisting path or the 8 second DOTs so I expect you will just go with one extra proc and not try to get too cute with trying to get 2 extra off. This is especially since you have very oddly timed full heavies to fit in. Front bar might be shock staff with focus, twisting, funnel, magelight shield. Back might be flame staff with crippling, impale, wall, magelight and something else where siphoning used to be (maybe shield again.)

        As for siphoning, They said in ESO live that it is getting a buff. Realistically, I don't think it will make the bar regardless. If the buff is not enough to make full sustain without channeled heavies being necessary than it really serves no purpose since the full heavy channels will return more than enough resources without it. To make siphoning worth running it would have to be at least it's former strength and that seems pretty unlikely. I just don't think active resource management (ability use, group buffs, and synergizing) is going to be a thing any more. It is simply not efficient and passive resource management (full heavies in your rotation) is very strong and has little dps cost. Yes, I did deliberately word this the opposite of how ZOS did when they used their doubblespeak. The thing is that we really did actively manage resources before in that we changed what we cast and did depending on what our levels are. Now it will be passive in the sense that our stock behavior will always provide plenty of resources. This will not, however, make play easier as the differing ability cast times and rhythms between a full heavy ability sequence and a light attack one will add a lot of complexity especially when rotations feature a bunch of differently timed DOT's and therefore the heavy ability sequences will have to be well timed and dynamic in there placement.

        In summery, it looks like mNB will be another bit more complex to play by having another buff timer to have to try to actively manage at odd timings. This will be added to the fact that there will now be full heavy channels and light weaves in the rotation that will feel very different from each other and also land at slightly different timings each rotation. This all adds up to significantly more complexity and therefore player performance divergence (opposite of ZOS stated goal.) This is true of other classes as well though to a lesser extent. As to whether mNB is closer to functional in comparative dps I do not yet know as the sorc pet changes did not happen this update. Without pet giving sorc a gear advantage and another DOT the buffs to mNB might bring it close. I actually think it might be reasonably functional if you perfectly handle the significantly tricky new timings in the rotation. This new rotation is very complex though and will largely have to be relearned from scratch so I am not sure how many will try mNB.

        It is astounding how virtually every change has added more layers of complexity of timing to the optimal rotation when ZOS stated goal for some time has been the opposite. When I look at these new half full heavy and half light rotations with all their DOTs and Procs I just think damn, that is some complex stuff. I can't even tell you where in your third 8 second major rotation duration each full heavy and focus proc, will land and if there will be a focus reapply. It boggles the mind. Ideally you are now sinking a 5 attack (cast time will vary), two 8 second, a 11.5 second, and a 20 second cast with full heavies that need to average probably 1 every 15 seconds and are 2.2 seconds (shock staff) long which shouldn't delay any of the other casts. I can't even figure that out on paper. Just think about that. You created this mess.

        Anyhow, my build is completely wrecked and I have little desire to continue though yet another complete teardown and rebuild of the basic combat system only to still be up against cheat engine in PVP and PVE.


        Not to mention: With the nigh-complete removal of Sustain from the game, you probably won't have enough resources (even with weaving in Heavy Attacks) to complete all of the necessary rotations in order to get everything to fire off correctly.


        twitch.tv/vampire_nox
        PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


      • Garwulf
        Garwulf
        ✭✭✭
        All very well and good Zossers. But many of us only play one character which tries do do everything. PVE and PVP. The game is too boring to repeat the quests on every nerw character. Many of us also play wth high ping rates which preclude aniniamtion cancelling. So to do a heavy attack means a long wind up and assumes you can even land it.Shield charging and stampede are running on the spot in PVP for example.

        With each update my DK becomes harder and less enjoyable to play. It is hard to time atackes etc when your ping is 300 + so you need to have a simple build that soprt of works. I now sometimes just sit in a keep collecting ticks and play a totally different game on another computer. Gaming is meant to be fun not a chore. If I wanted a chore I could paint the house, wash the dishes, weed the garden.

        To be honest I am not complaining. Just pointing ourt facts that pertain to many users. The more you try to' improve' the game the worse it seems to get. This I supect is because all the poeople whoo had an idea how this game works, have left long ago.
      • Bladorthin
        Bladorthin
        ✭✭✭
        I like the changes to to light and heavy attack damage, but I feel the Heavy Attack time decrease could be lessened further, and could also be applied to other weapons (particularly Two-Handers).

        Suggestion: Decrease Heavy Attack Timer by 10% for all Weapons other than Two-Handers/Bows/Staffs. For Two-handers,decrease the time by 15%, for Bows 17.5% and for Staffs, 20%. It would really help with the current meta surrounded Light/Heavy attacks.
      • DragonBound
        DragonBound
        ✭✭✭✭✭
        I
        Nifty2g wrote: »
        Nifty2g wrote: »
        Am I missing something, @ZOS_RichLambert said faster heavy attacks but all I see is faster flame and frost heavy attacks and not lightning?

        I'm getting tired of the *** said on ESO Live, say it right next time.

        Typical Wroble if you ask me...
        It's stupid, ZOS know full well if they use their "hard data" to see peoples DPS that lightning heavy attacks are being used but they fail to mention it on ESO Live that heavy attacks from a lightning staff wont be increased, so everyone gets happy only to see that a lightning staff won't be affected by this.

        The resource return change is nice, but are you kidding me? I truly don't know why I am not surprised by this anymore.

        So Lightning staff actually seeing a double nerf, as the aoe damage reduced because they dropped the % increase to the addition mobs, now a direct nerf to heavy attack damage, with no decrease to channel time, which was suppose to keep the damage realitivly the same.

        Not to mention no reductions to two handed or dual wieldheavy attack speed, so now stamina will be taking another hit.

        How are 2handed and dw taking a hit? The attack speed was not changed on dual wield and through cp you can increase 2h with the changes quite a bit lol.
        Edited by DragonBound on May 15, 2017 9:32PM
      • MythicEmperor
        MythicEmperor
        ✭✭✭✭✭
        Still no cephalopod helmet? Priorities... :tongue:
        With cold regards,
        Mythic

        Favorite Characters:
        Kilith Telvayn, Dunmer Telvanni Sorcerer (main)
        Kilith, Dunmer Magblade (old main)
        Vadusa Venim, Dunmer crafter (older main)
        Hir Hlaalu, Dunmer Warden
        Søren Icehelm, N'wah Warden
        Fargoth of Morrowind, Bosmer commoner
      • Banana
        Banana
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        Wooooow 30% extra resource from heavy attacks! Awesome!

        So if I'm using a Resto I get 60% extra Magicka back. That sounds alright
      • dpencil1
        dpencil1
        ✭✭✭✭✭
        @f047ys3v3n Lightning staves only restore Magicka on the final pulse. They do not restore on every tick.
      • potirondb16_ESO
        potirondb16_ESO
        ✭✭✭
        LiquidPony wrote: »
        LiquidPony wrote: »
        So instead of buffing the NBs magicka skills a little to make them PvE-wise just a little more viable compared to literally any other class.

        We get 1 more required attack to fire Assassins Will. And the change of being able to fire it multiple times from a single cast is so braindead it hurts reading this.

        I have trouble weaving (That bug you were too lazy to fix and instead declared a feature so long ago) already and get stuck in my animation 50% of the time in fights.

        Yes, let's add more complication to the class that already requires you to have parkinson to play it effectively. A+ Horse dung.

        How do you imagine NB players ZOS? Do we have to drink 50 cans of energy drinks a day to play this class 'right' ?

        Seriously, if you want your players to do this weaving *** more and more with each patch, fix its animation hiccups.

        And honestly, the Spectral Bow hits for about 65% of what Crystal Fragments from the sorcerer hits for. What do Sorcerers have to do to get their inhumane crystal frag crit? Press 1 button.

        NBs? We need to do the light attack weaving *** dance for about half of the performance of a skill another class needs to push only 1 button for. Getting the spectral bow also takes ages compared to just press the crystal frags button.

        And those 8% from minor berserk the skill grants not even remotely evens this out. If it would, people would actually ask for NBs for trials.

        @Mordenkainen ... ... I just almost can't even ...
        And honestly, the Spectral Bow hits for about 65% of what Crystal Fragments from the sorcerer hits for. What do Sorcerers have to do to get their inhumane crystal frag crit? Press 1 button.

        You got a source for that?

        Yolo sorc parse, where the max frag proc was a little over 50k:
        http://image.prntscr.com/image/50d05e9517704ad58a77e5a668384d02.png

        Magblade parse, same boss, where the max Assasin's Will proc was 61k (and the buff/debuff uptime is much worse in this group):
        https://www2.pic-upload.de/img/32790959/vmol_boss1_46k.png
        I have trouble weaving (That bug you were too lazy to fix and instead declared a feature so long ago) already and get stuck in my animation 50% of the time in fights.

        This sounds like a L2P issue. Weaving is important for many game mechanics. Siphoning, Spectral Bow, Maelstrom staves, BSW/Scathing uptime, etc. If you can't weave, then roll a heavy attack build.

        Sorcs are preferred over magblades because: Liquid Lightning, Volatile Familiar, and Ward. Nothing to do with Frag procs.



        That screenshot comparison is nice. Proves my point actually. You need to hit only 1 button to get that 50k crit compared to 4 (next patch 5) light attacks which take about 4 (5) seconds to get 11k more.

        In the meantime Sorcs can hammer at least 3 more of those 50k frags out provided their procs go off.

        Also, I have no VMA weapons (what a surprise). And people posting as if they are a requirement is just scary at best.

        I am playing ESO since day 1 of the first beta. Tell me, how much learning do I have to do still to be able to play the game? I get to 20k dps regularily on my magNB and 24k on good days.

        Also my comparison for Sorcs VS NB desireability for trials was based on the classe overall performance. Not crystal frags. I even paragraphed my text, thought that's recognizeable.

        Well you've been playing "since day 1" but you still don't understand how Frag procs work.
        You need to hit only 1 button to get that 50k crit

        No.

        You need to hit an arbitrary number of buttons to get the Frag off. Could be 1 Force Pulse and then 1 Frag. Could be 7 Force Pulses and no Frag. Note that there is a very minor total DPS difference between Frags and Grim Focus in the parses I posted, even though Yolo's parse includes significantly better group buffs.
        I am playing ESO since day 1 of the first beta. Tell me, how much learning do I have to do still to be able to play the game? I get to 20k dps regularily on my magNB and 24k on good days.

        Honestly not sure how to respond to that without sounding rude, but ... apparently you have a lot of learning yet to do if 20k DPS is your average.

        I am sorry, is Crystal Fragment usage split into 2 slots on the bar? I also even mentioned "provided their procs go off". That's 5 words that explain the chunk of text you put below it. So yes, I do understand how Crystal Fragments work. And the detail picking aside on seconds and such, you can not deny that crystal frags is outright easier to use than Merciless Resolve as it genuinely requires less of the player.

        And before you post anyhting else, keep in mind not everyone is the magic elite that pulls 45k dps pulls and can post those on forums in parse screenshots.

        And if you do not know how to respond to it without being rude, that's just sad in my oppinion, so.. by all means, simply do not. Thank you.

        I said my piece to those patch notes anyway.

        To be honnest I've seen quite a lot of sorc missing their cast for C-Frag but then again seen a lot of people missing their waving... It's a getting use to ...
      • Toc de Malsvi
        Toc de Malsvi
        ✭✭✭✭✭
        BigES wrote: »
        Nifty2g wrote: »
        DPShiro wrote: »
        Nifty2g wrote: »
        Am I missing something, @ZOS_RichLambert said faster heavy attacks but all I see is faster flame and frost heavy attacks and not lightning?

        I'm getting tired of the *** said on ESO Live, say it right next time.

        This^

        Make the change to Lightning staffs as well!
        @ZOS_RichLambert Make changes to lightning staves damage obviously
        https://www.twitch.tv /videos/142418891?t=08m43s
        But do what you said next time. Or at least mention it, you guys knew lightning staves were not going to be changed because they were being used currently.

        The majority of ZoS changes are based on pseudo statistics. Its one of the major problems with their development team, and why we see so many "wait - you're nerfing or changing what again?" type decisions. They make the majority of their decisions based on how many morphs are chosen, how many people have a certain set slotted, etc. without taking time to understand the reasons behind the choices. They aren't changes/fixes/balances born out of identified problems or creativity.

        Its why Velocious Curse (attempted) to get changed. Its why BSW gets a nerf. Its why we got a new ability called magickasteal. It's why CP is now front-loaded. Its why pets got 3x buffs. Rather than find a creative solution/niche to pets, they just buffed the ever living crap out of it until someone was inevitably bound to start using it (PvE dps). It goes on and on.

        Its why we're being homogenized. Its statistically driven balances.

        Their idea is that balance will come with all skills, all sets, and all classes are used in equal proportion. Wrobel science is pseudo statistically driven decisions, not creative game-play identified (targeted) balance fixes.

        It's why bows don't get legitimate address, because virtually every stam user has a bow on the back bar.
        Legendary Archer of Valenwood
        Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
        Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
        Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
        Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
        Templar's are evil..
      • Marabornwingrion
        Marabornwingrion
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        Just to clarify and make sure we're all on the same page, the Sorc adjustments and changes to Siphoning Strikes are not included in this patch. These will be coming in next week's PC patch on Live.

        So... You'll make another changes, and won't allow us to first test it on PTS, report bugs and give feedback about it because all these changes will go straight into Live server...?

        Oh jeez. :/
      • ZoM_Head
        ZoM_Head
        ✭✭✭✭
        TheHsN wrote: »
        Nice Try :)

        Indeed, it is still a mess.
        mDKs still need a lot of love!
      • Xsorus
        Xsorus
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        So many changes to try and fix the initial screwup of the patch when all that was needed is to remove those changes and remove cp cost reduction
      • J18696
        J18696
        ✭✭✭✭✭
        RIP igneous shield
        PC NA Server
        @J18696
        Characters
        Pridē - Dragonknight
        Vanıty - Arcanist
      • WardogAce
        WardogAce
        ✭✭✭
        BUT WHAT ABOUT THE COSTUMES GUYS?! thx for the tiny prank to see if we're reading
        You walk the narrow path that cuts between glory and sacrifice--valor and patience. You measure your pursuit of honor with reason and foresight.
        Playing since October 2013
        • Armazd Krikor: Stamina Sorcerer- DC Redguard | PVE/PVP DPS
        • Artemis Mihr: Magicka Templar - EP Dunmer | PVP DPS
        • Arwen Lucine: Magicka Sorcerer - DC Dunmer | PVE DPS
        vMA | vDSA | vSO HM | vHRC HM | vAA HM | vMoL HM | vHoF HM | vAS +1 | vCR +2

      • Blackfyre20
        Blackfyre20
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        Fix potion speed glyphs @ZOS_GinaBruno
        Buff Soft Caps
      • F7sus4
        F7sus4
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        Not to mention: With the nigh-complete removal of Sustain from the game, you probably won't have enough resources (even with weaving in Heavy Attacks) to complete all of the necessary rotations in order to get everything to fire off correctly.
        This is already being discussed in separate topic.

        Edited by F7sus4 on May 15, 2017 11:32PM
      • ADarklore
        ADarklore
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        1. It's not fair that DKs igneous buff gets removed simply because another DK is around. Revert change until the issue can be fixed
        2. I will admit the 30% buff to resources on heavy attacks is substantial, couple with the faster time, @Blobsky post #132 may have a point
        3. i still think magicka warden is a poor DPS choice and awkward to play in competitive situations
        4. The crystal frag nerf on sorcs was gratuitous and not necessary; it's the pet.
        5. The Nova faster drop time would be welcome if the ultimate was actually good enough that templars and raid leaders would want to use it.
        6. I think @Wrobel and @ZOS_RichLambert should open world on a mDK on Trueflame every night for the entirety of this Update. I'm thinking this is the only way I'll ever see another patch notes I'd actually look forward to reading

        And this is why they plan to BUFF Magicka Warden with the LIVE update; ZOS admitted that Magicka Warden DPS was too low and are planning for a buff at launch.
        CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
        ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
      • ofSunhold
        ofSunhold
        ✭✭✭✭✭
        Increased the damage of Light Attacks by 15%.
        Decreased the damage of Heavy Attacks by 15%.
        Increased the resources restored by fully-charged Heavy Attacks by 30%.
        Reduced the cast time of fully-charged Flame and Frost Heavy Attacks by 12.5%.


        The speed increase on frost and flame staves is noticeable, and it's just a lot better. So much better. I was disappointed the number was so low, but it's good.

        The bump in resource return for heavy staff attacks is good. Immediate relief of really pressing lack of magicka with one heavy, so in a high pressure situation, heavy attack is a useful option. This also made my brand-new-for-Morrowind rotation on a magplar a lot less tedious. The decrease in damage was not trivial, but I'm fine with this trade.

        The increase in light attack damage is interesting. For me (down here closer to the floor than the ceiling tyvm) it will make fire staff more attractive for something more than DoTs. New stuff to work out and try!

        These changes alone will help a great deal with the shock of the system shift we're about to get. This was good. I feel almost safe saying so, since you're nearly out of time to nerfhammer them.

        Nova: Decreased the time it takes for the nova to land for this ability and its morphs to 0.5 seconds from 0.75 seconds.

        Well, it is faster. And it was far too slow, so thank you addressing that. If the synergy for Solar Prison is also faster and this didn't add rather than remove problems for people getting to that synergy (I didn't test this) that will be pretty useful in situations where I would already use Nova.

        Unfortunately there aren't a lot of those. It's expensive and there are better options for everything it does BUT that synergy. Still, thank you for the tweak, it is an improvement.

        The templars would like to have a word with you about our skill lines. Too late for this update though, so. Onward.
        Classes that don't need any class ability nerfs: Nightblades, Dragonknights, Sorcs, Templars, Wardens.
      • t3hdubzy
        t3hdubzy
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        No mention of silks of the sun set change ?
      • ofSunhold
        ofSunhold
        ✭✭✭✭✭
        1. It's not fair that DKs igneous buff gets removed simply because another DK is around. Revert change until the issue can be fixed

        Seriously. How are you ok with this going live while you figure it out? Yeah, no. Everybody is going to have plenty of things to contend with already without sending one of the classes out with a serious, known bug.

        You can re-nerf them after you figure out the problem. No timer on that.
        Classes that don't need any class ability nerfs: Nightblades, Dragonknights, Sorcs, Templars, Wardens.
      • Kinnahz
        Kinnahz
        ✭✭✭
        Ahhh week 4 of my love affair with these inevitable patch notes.

        It's been a tough 4 weeks, today though you give me some hope for the future of our relationship. A light at the end of the tunnel if you will.

        It's not over yet though ZoS, there is still some mending (
        Xbox & PC Gamertag: KINNAHZ
        vHRC HM, vAA HM, vSO HM, vMoL HM, TTT, IR, vCR+3, GS, DB, Oax HM, Lyl & Tur HM, Yaseyla & Twelvane HM, Ryelaz/Zilyesset & Orphic HM, vDSA, Unchained, Flawless, Spirit Slayer
      • FlamingBeard
        FlamingBeard
        ✭✭✭✭✭
        Kinnahz wrote: »
        Ahhh week 4 of my love affair with these inevitable patch notes.

        It's been a tough 4 weeks, today though you give me some hope for the future of our relationship. A light at the end of the tunnel if you will.

        It's not over yet though ZoS, there is still some mending (

        ZOS' balance developers need some Major Mending
      • t3hdubzy
        t3hdubzy
        ✭✭✭✭
        Has anyone tried cloak on a stamblade in pts with no cost reduction? I can get 3 maybe 4 right now if i run prismatic glyphs, but with a lot of points in cost reduction.
      • Detector
        Detector
        ✭✭✭✭
        Still. Absolute. Garbage.

        Really; if you guys started actually listening to your players, I think I'd have a heart attack from the sheer surprise...

        These changes do nothing to mitigate the crushing nerfs to three (3) full classes, nor do they mitigate the sheer loss of sustain.

        Heavy Attacks are boring, and forcing the players to weave them into their rotations will only make exciting combat into a boring, mindless slog.

        No other MMORPG on the planet punishes their players by making them micro-manage their resources, and players across the whole spectrum of the game will become vastly weaker with the way the current Morrowind Update is configured.

        This is still an absolutely GARBAGE update...

        true-stamp-500.png
      • HowlKimchi
        HowlKimchi
        ✭✭✭✭✭
        Apherius wrote: »
        Where is the Dk tank nerf ? and the templar healer nerf ?

        If everybody want a nerf of the sorcerer , just for be able to reach as much dps as they did , this seems clear to me that the Bis tank class / bis heal class should be nerfed to be as good as the heal sorc / tank sorc .
        ah ? somone want to ask me why i want a nerf instead of a buff to the tank sorc / heal sorc ? Maybe because nobody thought about a possible " up " of other class in term of dps , instead of nerf everythings .

        are you *** serious
        previously @HaruKamui but I outgrew my weeb phase (probably)

        PC/NA - EP - Howl Bragi/Howl Kimchi
      • AtorOAlikr
        AtorOAlikr
        Soul Shriven
        Templar
        Dawn’s Wrath
        Nova: Decreased the time it takes for the nova to land for this ability and its morphs to 0.5 seconds from 0.75 seconds.
        Developer Comments:
        Spoiler

        The power level of this ability didn’t justify it having such a long delay. We’ve shortened the time it takes for it to land to make it easier to hit moving targets.

        what....?
      • FloppyTouch
        FloppyTouch
        ✭✭✭✭✭
        ✭✭✭
        Astrid_V wrote: »
        Just to clarify and make sure we're all on the same page, the Sorc adjustments and changes to Siphoning Strikes are not included in this patch. These will be coming in next week's PC patch on Live.

        So... You'll make another changes, and won't allow us to first test it on PTS, report bugs and give feedback about it because all these changes will go straight into Live server...?

        Oh jeez. :/

        Duh, you think our feed back and testing having anything to do with the changes they make in game LOL.

        Just look at the last 4 weeks of "adjustments" that no one asked for or was not needed.
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