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PTS Patch Notes v3.2.3

  • Mystrius_Archaion
    Mystrius_Archaion
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    NBrookus wrote: »
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.

    Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
    This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.
  • Mystrius_Archaion
    Mystrius_Archaion
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    SFDB wrote: »
    ookami007 wrote: »
    SFDB wrote: »
    Please consider adding a lone transmute crystal to the rewards for perfect scores in Heists and Sacraments. These can't really break the game, and improving those rewards would make attempting those challenges more worthwhile.

    Someone still does Heists and Sacraments?

    Well that's the point, the rewards just aren't worth the time and aggravation, otherwise I would do it. I like the challenge of them, but there's no real incentive to doing so once you have all the motifs and achievements, you're putting in all that time and care for a blue armor to decon and maybe a motif to sell for a pittance. A single stone for a flawless crime would be all the reward I, and it seems others, would need. Because they're fun, but if the choice is fun thing A, which has a good reward, and fun thing B, which is essentially unrewarding, A beats B every time.

    Sacraments are fun, in my opinion. But heists are stupid difficult when they could have been redesigned to work like the sacraments. So I avoid heists like the plague and do sacraments whenever I can. I actually wish sacraments were infinitely repeatable rather than just daily.
  • Shadowshire
    Shadowshire
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    NBrookus wrote: »
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.

    Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
    This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.
    Thank-you for your comments. Of course, whether magicka is expended when a cast attempt "fails" or it is "interrupted" depends upon the game design. Ordinarily, Magicka is expended when the cast succeeds, but a target can perhaps block, dodge, or reflect a "projectile". Also, a target might be only partially susceptible to damage, and/or be immune to other effects, such as "status effects".

    EDIT: However, I don't recall anything from the Patch Notes v. 3.2.3 which states that abilities will now fail to activate and fail to animate when the target is immune to CC. If they do, then the client should display a message that the cast "failed" (or, "was interrupted", when that has occurred).

    Without such a message, if an ability does fail to activate and/or to animate, then either:
    1. there is something wrong with my keyboard, or maybe I pressed the wrong key; or
    2. there is a flaw in the computer hardware, in its operating system, or in the game client that caused it to fail to detect and/or to process the key-press; or
    3. the packet containing my input was lost or corrupted in transit via the four-plus networks that connect my computer to the host server; or
    4. there is a flaw in the host server and/or in its software; or
    5. the key-press arrived too late, i.e., the target is out of range or already dead because of network latency; or
    6. the game host has decided that my character is unable to use the ability for whatever reason, but I haven't yet received, and might never receive or recognize, its output (if any) as to its decision; or
    7. the game software developers don't know how to design and code software for an MMORPG.
      :neutral:
    For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.

    Edited by Shadowshire on October 12, 2017 7:17AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Mystrius_Archaion
    Mystrius_Archaion
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    NBrookus wrote: »
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.

    Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
    This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.

    For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.

    FYI, that's what "immune" always meant. It wasn't immune to damage or healing. It was always immune to a debuff, which CC is a debuff. In this case, players are rarely if ever immune to a debuff but can be immune to CC very often.
    Their message should tell you right away what happened when it matters unless you're already spamming that CC over and over and over and over, whether you know it works first time or not. That sounds like you just don't know how to use it or do any sort of rotation.

    Also, @Cinbri did point out that it seems to still animate and waste magicka, if their testing was correct. That would mean a bug counters my above argument that it fails to animate. That does cause a problem.
    Edited by Mystrius_Archaion on October 12, 2017 2:25AM
  • Narvuntien
    Narvuntien
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    Narvuntien wrote: »
    "Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."

    You destroied my chatacter.

    Now I can no longer play thanks

    I hate you.

    How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.

    LOL
    That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
    Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.

    I am a stamblade not a bomber.
    More specifically I am a stealth archer. I.e I am never in combat.

    I am already dealing with people using thier cheat addon I have to fight against now another addon has got my character deleted. Also shuffle dodges although thankfully there will be less of that.

    I just want weapon damage weapon damage weapon damage but all the other replacement sets have all this uneeded crit stats not to mention I lose all that heath stats from clever alchemist.
    Edited by Narvuntien on October 12, 2017 4:10AM
  • Sneaky-Snurr
    Sneaky-Snurr
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    Oi ZoS, you do realise that the root cause of players to seamlessly and completely change gears within a second after activating Clever Alchemist is due to: ADDONS
    Wykydd Outfitter, dressing room etc. anyone?

    Don't go around nerfing the game when it's clearly caused by 3rd party entities which in this case is, again: ADDONS
    Just freaking limit the API, ZoS. Or disable addons in PvP modes. Sheeeeeshh.

    So sick and tired of your incompetency, ZoS. Or @ZOS_Wrobel. Or both. Fix your team.
    The Order of the Shadows: Nightmare
      EP CP810 Nightblade
      AD CP810 Templar
      AD CP810 Dragon Knight
      AD Lvl 25 Sorceror
      DC Lvl 23 Nightblade
    {PC•NA•no-CP Ravenwatch}

    Shadow hide you. -Unknown
    There is no clean fight in a war. -Shun Izaki
  • Feanor
    Feanor
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    Subtle visual cues should never be the only indicator for important status changes. It’s hilariously bad design.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Shadowshire
    Shadowshire
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    NBrookus wrote: »
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.

    Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
    This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.

    For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.

    FYI, that's what "immune" always meant. It wasn't immune to damage or healing. It was always immune to a debuff, which CC is a debuff. In this case, players are rarely if ever immune to a debuff but can be immune to CC very often.
    Their message should tell you right away what happened when it matters unless you're already spamming that CC over and over and over and over, whether you know it works first time or not. That sounds like you just don't know how to use it or do any sort of rotation.
    "Immune" means that the target is exempt from some harm or effect that is ordinarily inflicted by the ability. It can apply to damage as well as to "debuffs". Just read the Combat Recap after your Sorcerer has been killed. Sometimes it will tell you that the creatures your PC fought are "immune" to fire damage, to ice damage, or to shock damage, or to some other type of damage (though I haven't seen a message stating that any NPC or MOB is immune to Magic damage). But the recap might also state that my foes suffered some damage, such as 25% of the damage that they would otherwise have suffered.

    The message "Target is immune." ordinarily is not displayed immediately -- in any sense of the word -- after I press the key to use an ability. I can press keys -- especially in an established "rotation" (!) -- faster than the entire system can process and display a response to each and every key-press before I press another one. I would have to be using a Tier 3 (Internet backbone) connection to even begin to approximate synchronous action/response. Bethesda.net has the worst performance of any MMORPG in which I've played during the past 20+ years, but my ISP is as much to blame for latency issues as Bethesda may be.

    Aside from the network and its latency, there are questions as to (1) how effective the game client is at processing and transmitting input, (2) how quickly the game host software can respond to input, and (3) how effective the game client is in processing and displaying the host's output. In one of the Patch Notes for Clockwork City, there are comments about ZOS making some improvements to the overall game software performance to increase FPS and to decrease latency. Let's hope that will be the case and that the improvements will be significant for everyone.
    Also, @Cinbri did point out that it seems to still animate and waste magicka, if their testing was correct. That would mean a bug counters my above argument that it fails to animate. That does cause a problem.
    Thanks for pointing that out, and, yes, if "CC immunity" is not handled correctly, that does cause problems.

    Edited by Shadowshire on October 12, 2017 7:19AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    jcaceresw wrote: »
    Those PVP whiners asked for the Destro Ulti nerf, right? **** you!

    please...now you can die.
  • React
    React
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    That cleanse cost increase is really going to hurt stamplar, who I'm sure it was not intended for. On the other hand, overall it will not significantly change things for magplar, whom I'm sure the change WAS intended to affect.
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Waffennacht
    Waffennacht
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    jcaceresw wrote: »
    Those PVP whiners asked for the Destro Ulti nerf, right? **** you!

    please...now you can die.

    "You can watch me torture an entire city and when you have truly understood the depth of your failure, we will fulfill Ra's al Ghul's destiny... We will destroy Gotham and then, when it is done and Gotham is ashes, then you have my permission to die "
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • preedb16_ESO2
    preedb16_ESO2
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    Cinbri wrote: »
    Resto and snb ults nerfs next week?
    Tho I liked how when other classes got only buffs Templars got nerf..

    It's only for the self-targeted morph, the range target morph(rage) hasn't been touched.. And I dont know ANYONE who uses the self-target morph in PVE, so *** who?
  • Dow_phoenix1ub17_ESO
    Transmutation table.

    ZOS.

    Many of my . um. Friend like people are afraid they will not be able to get stones.

    They only do pledges .

    Prior patch note said Vet Pledges.

    Does this still stand or will these only four person group people be unable to participate in transmutations?

    They pay .. so do i . A monthly fee.

    but
    we don't do 12 player dungeons.
    we dont do PvP

    we only have a few hours few nights a week to play.

    pledges would be our only way to get the stones.

    I hope there is crystal count for Vet pledge and maybe extra crystal for Vet read the scroll pledges.

    Please and Thanks..

    Have a nice day.
  • SwimsWithMemes
    SwimsWithMemes
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    @Dow_phoenix1ub17_ESO , if you guys don't play that often why are your friends concerned with retraiting? It's not like changing 1 or 2 pieces to divines will magically let you clear vet dungeons if you weren't doing them before.

    Transmutation is basically there to give people an end to the grind.

    And to answer your question, Daily Random queue (vet or normal) will drop geodes :)
  • Mystrius_Archaion
    Mystrius_Archaion
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    NBrookus wrote: »
    @ZOS_Wrobel
    Sorcerer
    • Dark Magic
      • Defensive Rune (Rune Prison morph): The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
      • Rune Prison: This ability and its morphs can no longer be cast on a crowd-control immune enemy.
    How can a sorcerer player identify which prospective targets are currently immune to "crowd control"? It is a waste of time and effort to "discover" that by casting the spell.

    There are very clear white swirls around the feet of a player that has CC immunity. NPCs as well.

    Also, these skills will now fail to activate and fail to animate because of targeting an immune target, which will let you know that something is wrong with the skill.
    This is the only currently available way they could make it not just be a wasted cast that drains magicka for no benefit.

    For what it is worth, the Select Target feature (which can be key-bound) doesn't skip potential targets which are currently (or permanently) immune to CC because, if it did, it would never select a PvE dungeon boss as the target. That is to say, simply because a PC, a NPC or a MOB is immune to CC doesn't make it immune to each and every possible attack against it.

    FYI, that's what "immune" always meant. It wasn't immune to damage or healing. It was always immune to a debuff, which CC is a debuff. In this case, players are rarely if ever immune to a debuff but can be immune to CC very often.
    Their message should tell you right away what happened when it matters unless you're already spamming that CC over and over and over and over, whether you know it works first time or not. That sounds like you just don't know how to use it or do any sort of rotation.
    "Immune" means that the target is exempt from some harm or effect that is ordinarily inflicted by the ability. It can apply to damage as well as to "debuffs". Just read the Combat Recap after your Sorcerer has been killed. Sometimes it will tell you that the creatures your PC fought are "immune" to fire damage, to ice damage, or to shock damage, or to some other type of damage (though I haven't seen a message stating that any NPC or MOB is immune to Magic damage). But the recap might also state that my foes suffered some damage, such as 25% of the damage that they would otherwise have suffered.

    I have never seen anything immune to damage except for a special "attack the adds to bring down the shield they place on the boss" phase. And players will never be immune to damage. Damage is an easy constant.
    In this game, immunity only applies to debuffs and CC. You can easily tell when an enemy is immune to actual CC because they don't stop attacking/moving.

    For example, templar Puncturing Sweep often triggers "immune" popping up on enemies I hit it with. I know the only thing it is doing that an enemy could be immune to is the snare on the 4th strike to the closest enemy. That makes it easy to tell what doesn't work about it.
    If you know your skills then you know what immune means when it pops up. You also probably know that a target is immune before the game even tells you.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Narvuntien wrote: »
    Narvuntien wrote: »
    "Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."

    You destroied my chatacter.

    Now I can no longer play thanks

    I hate you.

    How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.

    LOL
    That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
    Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.

    I am a stamblade not a bomber.
    More specifically I am a stealth archer. I.e I am never in combat.

    Bomber, ganker, it's all the same with the same problems. They want to get rid of that.
  • Mystrius_Archaion
    Mystrius_Archaion
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    @Dow_phoenix1ub17_ESO , if you guys don't play that often why are your friends concerned with retraiting? It's not like changing 1 or 2 pieces to divines will magically let you clear vet dungeons if you weren't doing them before.

    Transmutation is basically there to give people an end to the grind.

    And to answer your question, Daily Random queue (vet or normal) will drop geodes :)

    Some people are entitled and some are not to use a system designed for the use of all?
    Sound like you don't have a clue what the real goal of any game design is. You don't make money by excluding people. You make money by appealing to the most people possible.
  • SwimsWithMemes
    SwimsWithMemes
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    @Mystrius_Archaion I never claimed his friends are not entitled to use Retraiting? Please state where I said " some people are not" with regards to using Retraiting? I just wanted to know why people who only play a few hours a week care about BiS gear.

    The goal of transmutation is as I said, to give people a final goal on gear grind. That's literally the stated design goal. I'm not excluding anyone, they are welcome to get their 5 crystals a week doing 1 dungeon and wait 2.5 months to change a single item.
  • Mystrius_Archaion
    Mystrius_Archaion
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    @Mystrius_Archaion I never claimed his friends are not entitled to use Retraiting? Please state where I said " some people are not" with regards to using Retraiting? I just wanted to know why people who only play a few hours a week care about BiS gear.

    The goal of transmutation is as I said, to give people a final goal on gear grind. That's literally the stated design goal. I'm not excluding anyone, they are welcome to get their 5 crystals a week doing 1 dungeon and wait 2.5 months to change a single item.

    Read the quote in my above post. You said "if you don't play that often why are your friends concerned with retraiting?" which implies they should not be concerned because it wasn't meant for them because they don't play enough and they shouldn't benefit from it because it isn't meant for them.

    It's not even about "best in slot" gear.
    Most of us just really hate having a harder to get piece of gear in impenetrable trait when we don't pvp, or any other trait we hate for another reason.

    Why does everything have to be about "best in slot" or "the meta"? Why can't we just want to use a system to lessen our grind as well since we like to get the sets as we like them as much as the next person?

    All the elitist "you can't have it but I can" posts are getting on my nerves. People are so evil to others. They just want everything for themselves and nothing for everybody else or they want masochistically insane grinds for themselves and others as if everyone likes that.
    What is wrong with people?
  • Qbiken
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    Narvuntien wrote: »
    Narvuntien wrote: »
    "Clever Alchemist: This item set’s proc now requires that you are in combat for it to function."

    You destroied my chatacter.

    Now I can no longer play thanks

    I hate you.

    How about you just have the buff leave when you take off the gear instead of removing my ability to play the game.

    LOL
    That's the point. The bombers remove the gear and put on another set after triggering the proc. This eliminates that problem.
    Of course, now you can't stay in that set, which is sub-par to do so, and bomb gank, but that was never fair to the other side to have a fighting chance.

    I am a stamblade not a bomber.
    More specifically I am a stealth archer. I.e I am never in combat.

    Bomber, ganker, it's all the same with the same problems. They want to get rid of that.

    At the moment I´m using: CA + Willpower + VD (Oldschool soultether bombing FTW). If ZOS want to lower the amount of ganking in the game, then I get the change to CA. I don´t think changing a set due to addons are good tho. Addons shall never be a reason to "rebalance" a set.

    With my new bombsetup without CA I will lose around 200 spelldamage compared to what I use now. It won´t make a big difference and the bomblade playstyle will still be really strong.
  • Gnortranermara
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    LonePirate wrote: »
    This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates.

    If this occurs, ESO dies. It will be completely and totally over for the majority of players who have BiS golded cp160 gear on multiple toons. Raising the gear cap is 100% completely unnecessary and meaningless because the game scales everything to the gear cap! This would be nothing more than the devhammer smacking down players who have already invested their time and effort into perfecting their cp160 gear. They would lose 10% or more of their subscribers overnight for such a thoughtless action. I don't think the devs are deliberately trying to lose subs (although all the people unsubbing due to the egregious lack of class balance is evidence that I may be wrong, idk).
  • SwimsWithMemes
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    @Mystrius_Archaion yes they should not be "concerned" with it. It has been implemented as a grindy system.

    If ZOS said "each piece of content will give you 50 crystals" then it would be obvious they want every person to have access to the retraiting system. But it is clear this is not the designer goal - so I still don't get why you questioned my knowledge of game design? Are you saying that people won't buy it if its not grindy?

    I was genuinely asking why they want to retrait - not being elitist, but wondering why. Do they want impen PvP gear? He said they don't PvP. If you only play 2hrs a week or whatever, why are you concerned with changing your gear at all?

    Is it the concept of some content being not available for everyone you take concern with? Would you champion random people who want vet Trials to be easier because they are exclusionary?

    I see retraiting as the difference between vTrials and nTrials - you can have your nice and easy to complete stuff, and then there's also the optional extra stuff. If you want to do it, go ahead. Just don't expect it to be made easier because you don't have the time?


  • gammelscroll
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    still no lag fixes to cyro? or loading screens? lol at this
  • preedb16_ESO2
    preedb16_ESO2
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    LonePirate wrote: »
    This patch note has convinced me there is a gear cap increase coming in either the Q1 2018 or Q2 2018 updates.

    If this occurs, ESO dies. It will be completely and totally over for the majority of players who have BiS golded cp160 gear on multiple toons. Raising the gear cap is 100% completely unnecessary and meaningless because the game scales everything to the gear cap! This would be nothing more than the devhammer smacking down players who have already invested their time and effort into perfecting their cp160 gear. They would lose 10% or more of their subscribers overnight for such a thoughtless action. I don't think the devs are deliberately trying to lose subs (although all the people unsubbing due to the egregious lack of class balance is evidence that I may be wrong, idk).

    I can say right off the bat that I will quit if they do a gear level increase..
    There is really no point, because
    A) Zeni doesn't want players to progress to the point that the content becomes "easy", which they have shown by nerf after nerf to bring down player power, through the removal of set crits and the morrowind sustain nerf etc..
    B) If gear level increases to let's say 200, and gear level 200 will become equally powerful in stats for a CP200+ player that CP160 gear is right now, it means our current CP160 gear will become all but useless and people would struggle even in solo delves with full CP160 "meta" legendary gear, then have to spend a *** of time again to aquire the same gear they had before, but with CP200.. :o And the other alternative is that CP200 gear would become 40 levels better than what our current CP160 gear is now, if CP160 remains as powerful as it currently is, and that would make all the game content ridiculously easy once everyone's got their CP200 gear sorted out... This scenario with new CP level gear being more powerful than CP160 gear is now is highly unlikely so if they did raise gear cap, I believe current CP160 gear would be as if you would be using CP120(ish) gear now..

    The introduction of the re-trait system COULD actually suggest that they might actually do this, since they can say that requiring new gear at the new cap will be easier since you can now retrait things and it will go faster..
    Well, screw that.. I just won't have any of it and Zeni wont have any more of my money ever again..

    I also feel sorry for mag templars who would have to figure out how to get through vMA again... :/

  • absoabse
    absoabse
    @ZOS_GinaBruno FIX THE LATENCY PROBLEM FIRST EVERYDAY AT PRIMETIMES LATENCY MAKE GAME UNPLAYABLE UNTIL GAME POPULATION REDUCE AROUND MIDNIGHT (PC EU)
    Edited by absoabse on October 16, 2017 2:55PM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    @Mystrius_Archaion yes they should not be "concerned" with it. It has been implemented as a grindy system.

    I thought about it again last night and I realized you and the other people able to complete top end content shouldn't be concerned with it either. It wasn't made for you, even more so than it wasn't made for those who don't run the very top end content. Do you know why?
    You don't need "best in slot" gear to complete the content if you get the "best in slot" from completing that content. If you don't need it then you shouldn't get this system either since that is the argument you and others have been using against other people.

    Maybe, veteran dungeons, and vet hard mode especially, shouldn't drop anything but gold for repairs. Maybe they should just be a challenge for those who want it.
    I would definitely be happy with that.
    Edited by Mystrius_Archaion on October 16, 2017 6:21PM
  • Skullstachio
    Skullstachio
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    Just a question about the Siphoner Passive, Will it still retain the Reduction to health, stamina & magicka recovery when dealing damage to enemies with a light or heavy attack along with the new effects, or did siphoner get "remade" during the reversion back to 15% at 100 points?

    I may not play on the PTS, but I do read the PTS patch notes & speculate the outcome, I tend to do a lot of theoretical assessments. because I kinda theorised that if Siphoner was going to retain the Stamina, Health & Magicka Recovery Deterrents alongside the reduction to all resource restore effects on the enemy. (That includes potions, item sets, and ability passives. it could potentially become problematic in Dueling & most PVP case scenario's.

    putting it simply: Will Siphoner Now Reduce Health, Magicka & Stamina Recovery along with reducing all resource restore effects on the enemy when striking them with a light or heavy attack? or has siphoner simply been "Remade" to only reduce resource restore effects on the enemy?
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
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