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Monthly Combat Update – December 2017

  • Ragnarock41
    Ragnarock41
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    Why do I feel like I'm gonna see another massive indirect nerf.

    Oh right.. block changes. Gapcloser damage changes..

    Anyways, I will shut my mouth untill I see the complete patch notes.

  • HaroniNDeorum
    HaroniNDeorum
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    sounds like ***. sorry to say, but this sounds like you try to screw group play in favor or more zerging.
    reduce how organized groups can act in favor of 50+ players stacking at a point spaming ranged ***.

    Exactly this. As i always say, looks like this game wants a mindless zerg pvp of 50+ players in same spot instead of very well organized guilds spread on the map, making the game a real competition and high-quality fights.

    IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.
    - Guildmaster of [ PANDA FORCE ] - Aldmeri PvP Guild NA/PC
    - Twitch.tv/haronin
    - Pvp focused player, want to improve everyday
    - Vivec`s Former Emperor: HaroniN AR45
    https://youtube.com/channel/UCT7YWsLrOLoG2HeMWUF7ifg/featured
  • Ragnarock41
    Ragnarock41
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    sounds like ***. sorry to say, but this sounds like you try to screw group play in favor or more zerging.
    reduce how organized groups can act in favor of 50+ players stacking at a point spaming ranged ***.

    Exactly this. As i always say, looks like this game wants a mindless zerg pvp of 50+ players in same spot instead of very well organized guilds spread on the map, making the game a real competition and high-quality fights.

    IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.

    but pressing R at the same time and holding shift is totally a high quality fight, right ?
  • leepalmer95
    leepalmer95
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    By gap closer dmg nerf i hope you don't mean them all.

    I doubt anyone has every complained about dk chains or templar gap closer dmg.

    It's likely just crit rush and maybe ambush, crit rush does more overall dmg and yes it does hit very hard.
    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...
  • Qbiken
    Qbiken
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    Looks promising, looking forward to see more details :)

    @ZOS_GinaBruno Do you have any plans to make changes to werewolfs? (future updates) They could use some love. There´s been some really good posts/threads lately about suggested changes to WW. Just want to know if the dogs have a place in future updates :)
    Edited by Qbiken on December 21, 2017 6:47PM
  • HaroniNDeorum
    HaroniNDeorum
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    sounds like ***. sorry to say, but this sounds like you try to screw group play in favor or more zerging.
    reduce how organized groups can act in favor of 50+ players stacking at a point spaming ranged ***.

    Exactly this. As i always say, looks like this game wants a mindless zerg pvp of 50+ players in same spot instead of very well organized guilds spread on the map, making the game a real competition and high-quality fights.

    IF they really want to kill organized guilds in favor of casual mindless zergs, fine. Long Live ZOS.

    but pressing R at the same time and holding shift is totally a high quality fight, right ?

    Here comes the first in criticize a pvp style; i could say the same about stamnbs gankers who only R to incap, 1 execute then run away and hide is such a high quality fight, right?
    - Guildmaster of [ PANDA FORCE ] - Aldmeri PvP Guild NA/PC
    - Twitch.tv/haronin
    - Pvp focused player, want to improve everyday
    - Vivec`s Former Emperor: HaroniN AR45
    https://youtube.com/channel/UCT7YWsLrOLoG2HeMWUF7ifg/featured
  • Minno
    Minno
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    By gap closer dmg nerf i hope you don't mean them all.

    I doubt anyone has every complained about dk chains or templar gap closer dmg.

    It's likely just crit rush and maybe ambush, crit rush does more overall dmg and yes it does hit very hard.

    Normally I agree for Templars, but depending how channels/cast time changes turn out, it might be a Nerf for the charge but a buff for jabs. With so many templars using Sprint/bait mechanics, you'll likely see this as a vauable compromise. I'll take channel edits over the gap closer (and extra mobilty options for that matter).

    Either way, crit rush having it's DMG reduced but placed in other skills could be a nice compromise as well. Wrecking blow might see a similar buff with regards to cast time changes (especially since they view WB the defacto weapon spamable)

    And nightblades losing DMG on ambush won't be terrible either. They won't get a compensation like the other mentions, but is anyone agreeing that NB DMG is so low it needs ambush DMG high?

    In the end, a gap closer is a utility spell. And this would further push the intent to match that definition.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Zer0oo
    Zer0oo
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    Hey nice to see that you continue to publish new combat change update notes.


    Here a few ideas that would be nice if you also think about them in the next update:
    for PVE
    • Rework support set so it benefits stam and mag player at the same time(e.g. sunder and night mother provide both physical and magical pen) and introduce new support sets for mag dds(e.g. a set that would give 10% more elemental and physical damage taken on a target). This would help to mix raid groups more since if you already have enough stam support sets in group it is only beneficial to get another stam dd in group. Also mixed support sets would also make it more interesting for raid groups to get the best setup and would help a little to prevent to stack as many as possible fotm dd(at the moment stam dk for all trials except vAS).
    • rework the damage reduction from dual wield to major something and give a tank a set that provides this buff for 12 people in trials. This should help to make bow/bow or 2h/bow more viable in trials. Alternative give other weapons-builds also access to this buff. (Maybe evil hunter)
    • Rethink maybe a few morrowind sustain slaughter changes since heavy attacking spam is less fun and feels less skillful than if you carefully watch not to miss a light attack. It also removed the resource provider role of healers more or less. Before morrowind healers were responsible that dds never run out of resources and if they do it was the healers fault. (e.g 2 different orbs, orbs worked on the whole grp, spears...)
    • in general all spammable skills are too expensive (force pulse costs 2.4k magica on a pve build)


    Reworks some of not so good skills
    • destructive reach(and all morphes): way to expensive without master destro staff and the dot is extrem weak
    • impulse(and all morphes): too expensive after morrowind
    • Siphon spirit: it has a cast time and the minor magicka steal is already given by elemental drain
    • expert hunter(and all morphes): kinda lackbuster that does nothing interesting
    • scalding rune: maybe one of the weakest dots in the game
    • blood altar(and all morphes): the skill it self is not so bad but the synergy is really impossible to get and also kinda lackbuster
    • tapping webs((and all morphes)): really one of the most useless skills after the last change to this skill(too expensive and too little damage) and what is even worse it hat the synergy does not work on any kind of boss enemy since they can not be snared
    • inner fire(and all morphes): kinda strange with only chance to activate synergy
    • bone shield(and all morphes): also a lackbuster for both dd and tanks


    And for the love of god rethink all the snares in pvp.
    Edited by Zer0oo on December 21, 2017 9:36PM
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Lexxypwns
    Lexxypwns
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    Don’t wreck mDK with block changes please, I just started enjoying mine again
  • Sandman929
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    Block cost increases are only going to hurt people who block occasionally and strategically. Permablock builds die because incoming damage was overwhelming, burst damage was well timed with a block-ignoring CC, or lag. Not because the cost of blocking was too much. Increasing that cost won't hurt them.
  • code65536
    code65536
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    I just want to reiterate the concerns and skepticism that I expressed in last month's update about what block cost nerfs will do for PvE tanking. And there already have been a lot of resource nerfs for PvE tanking over the years, I might add--nerfs that contributed substantially to the dwindling diversity of endgame tank classes.

    Suffice it to say, we have trust issues. And for good reason.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • Moloch1514
    Moloch1514
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    Any updates on the Magplar damage scaling @ZOS_GinaBruno?
    PC-NA
  • Gravord
    Gravord
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    [*] Not enough effective options to deal damage to clustered groups from afar
    [*] Not enough diversity in Ultimate choice
    [*] Large groups can have players take on specialized utility roles, reducing counter-play options against them

    1. Not enough options to deal damage from afar?? Is that serious? You plan to buff safe spamming from distance without risk taken? ...
    3. Because some ultis have way too strong damage output? Hint, destro ulti run by blobs.
    4. It doesnt have to be large group, 2 man group can have specialized healer and tank guarding him with Guard and Vanguard set and be impossible to kill for way bigger enemy group. Specialization is not a problem, problem is there are idiotic dd builds on heavy armor that doesnt have to sacrifice any dmg and reaching tank tankyness levels. Which in big part comes from too high dmg on ultis.
  • Didgerion
    Didgerion
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    Hi everyone,

    We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
    • Not enough effective options to deal damage to clustered groups from afar
    • Earthgore is too powerful in group vs group battles
    • Not enough diversity in Ultimate choice
    • Large groups can have players take on specialized utility roles, reducing counter-play options against them
    We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
    Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
      [*] Synergy improvements

      I'm concerned that Synergy improvements are coming while you are still looking at ways to improve group combat.
      You will make ball groups even more stronger.

      As of rest - great work! I like where the game is heading.

    • kaithuzar
      kaithuzar
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      Thanks for finally posting, fix to nb shade when?
      Member of:
      Fantasia - osh kosh b-josh
      Just Chill - Crown's house
      GoldCloaks - Durruthy test server penga
      Small Meme Guild - Mano's house

      Former member of:
      Legend - Siffer fan boy club
      TKO (tamriel knight's order) - free bks
      Deviance - Leonard's senche tiger
      Purple - hamNchz is my hero
      Eight Divines - myrlifax stop playing final fantasy
      WKB (we kill bosses) - turd where you go?
      Arcance Council - Klytz Kommander
      World Boss - Mike & Chewy gone EP
      M12 (majestic twelve) - cult of the loli zerg
    • EnOeZ
      EnOeZ
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      Hi everyone,

      First, apologies for the delay in getting this month’s combat update published. We greatly appreciate the amount of constructive feedback you provided in our first combat update last month, and we plan to continue providing regular updates. With that said, we want to be clear that each month may not be as meaty; it depends on where we are in our development cycle. That doesn’t mean we’re doing less work, but just that we’re in more of a polishing phase rather than working on large changes.

      Since we posted the November update, we’ve been mainly focusing on fixing bugs (some that you’ve seen in recent incremental patches, but most of are still internal and for Update 17) and doing some work for Update 18, which we aren’t quite ready to discuss yet. We’re still moving full steam ahead with the synergy improvements we talked about last month, which you’ll see when Update 17 hits the PTS. We’re also continuing to work on improving interrupt, including adding a short cooldown to any interrupted ability. We noticed some confusion when we first mentioned this change, so we’d like to clarify: the reasoning behind this change is to add more strategic play when you interrupt another player’s ability, and in turn give players using abilities with a cast time an opportunity to use them against other players who repeatedly use interrupts.

      Another thing you’ll see when Update 17 goes to the PTS is a reduction in damage for some charge abilities. Decreasing their damage is going to ensure that at-range players who are utilizing movement and terrain to maintain their distance from melee enemies are better rewarded for that tactical advantage.

      Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once.

      We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
      • Not enough effective options to deal damage to clustered groups from afar
      • Earthgore is too powerful in group vs group battles
      • Not enough diversity in Ultimate choice
      • Large groups can have players take on specialized utility roles, reducing counter-play options against them
      We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.

      Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
      • Synergy improvements
      • Updates to cast time and channeled abilities
      • Block cost changes
      • Improvements to off-balance and Heavy Attacks

      We look forward to having everyone try these changes on the PTS for Update 17. Again, please remember what’s listed here isn’t everything the team is working on. Keep the feedback coming, and thanks for your continued input!

      What are the improvements on Heavy attacks and Off-balance targets precisely ?
    • Minno
      Minno
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      Didgerion wrote: »
      Hi everyone,

      We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
      • Not enough effective options to deal damage to clustered groups from afar
      • Earthgore is too powerful in group vs group battles
      • Not enough diversity in Ultimate choice
      • Large groups can have players take on specialized utility roles, reducing counter-play options against them
      We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
      Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
        [*] Synergy improvements

        I'm concerned that Synergy improvements are coming while you are still looking at ways to improve group combat.
        You will make ball groups even more stronger.

        As of rest - great work! I like where the game is heading.


        It's a two fold change. On one side, a smaller group using synergy could win the day against a larger force. On the flipside, looser front line combat could see an improvement using the same synergy tactics to help purge a guild groups snares to avoid EotS burst, add extra burst on a team that carelessly ran into a keep breach filled with Nova, make lesser used ultimates find rotation in certain fights, etc.


        Minno - DC - Forum-plar Extraordinaire
        - Guild-lead for MV
        - Filthy Casual
      • ak_pvp
        ak_pvp
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        Hmm, the nerf to gapclosers might be unneeded. Ranged builds already have the advantage of attacking from height without fear, requiring melee to be closer, and generally better options to flee.
        MagDK main. PC/EU @AK-ESO
        Best houseknight EU.
      • Didgerion
        Didgerion
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        Minno wrote: »
        Didgerion wrote: »
        Hi everyone,

        We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:
        • Not enough effective options to deal damage to clustered groups from afar
        • Earthgore is too powerful in group vs group battles
        • Not enough diversity in Ultimate choice
        • Large groups can have players take on specialized utility roles, reducing counter-play options against them
        We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
        Finally, once Update 17 is available on the PTS, you’ll notice that not many class abilities have changed. We’ve instead focused our efforts on the things we previously talked to you about, including:
          [*] Synergy improvements

          I'm concerned that Synergy improvements are coming while you are still looking at ways to improve group combat.
          You will make ball groups even more stronger.

          As of rest - great work! I like where the game is heading.


          It's a two fold change. On one side, a smaller group using synergy could win the day against a larger force. On the flipside, looser front line combat could see an improvement using the same synergy tactics to help purge a guild groups snares to avoid EotS burst, add extra burst on a team that carelessly ran into a keep breach filled with Nova, make lesser used ultimates find rotation in certain fights, etc.


          Usually behind big ball groups stays a master-mind who design and instruct players what exactly to click when following the crown. You just need one OP synergy (ultimate related or not) and the ball group will roll it non stop.
        • T4T2FR34K
          T4T2FR34K
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          When are you going to do something about Miats?
        • Gravord
          Gravord
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          T4T2FR34K wrote: »
          When are you going to do something about Miats?

          Probably still pretending its not blatant cheat and letting this cancer spread.
        • Aerius_Sygale
          Aerius_Sygale
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          Vanthras79 wrote: »
          Thanks Gina for the update!

          When can we expect to see update 17 on the pts and what is update 17? (yes I know i am searching for nuggets :wink: )

          You'll find out soon enough. ;)

          So unless that Soon(TM) is -real- soon, no Christmas gifted knowledge to impart, sounding like. Fortunately for them, I will be pre-occupied by the Christmas Gifts I DO get in 4 days, for more or less of a while, heh...
          PS4/PS5, NA | PSN: AeriusSygale | Alliance War Rank 50 (Grand Overlord Grade 2) | CP: 2730+
        • Dymence
          Dymence
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          • Improvements to off-balance and Heavy Attacks

          For some reason this scares me
        • Kanar
          Kanar
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          If gap closers are getting nerfed can you at least look at making them less buggy? I'd guess my gap closer only actually does damage about 50% of the time, and no I'm not talking about people dodging it. Usually critical charge just kind of whiffs and doesn't even do anything (stamina still gets spent).

          Also can we just disable all add-ons in PvP? Just disable the entire api when a player is in PvP, it would be a huge improvement to the game.
        • kookster
          kookster
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          BohnT wrote: »
          @ZOS_GinaBruno thanks for the Update.
          Will the following points be adressed in the future? :
          -Stamdk/ Stamsorc spammable
          -Magplar scaling fixes
          -Class Balance overall (Bring stamwarden, stamnb & magsorc a bit down and raise stamdk/ stamsorc)
          -Reliable snare removal for all classes
          -Buffs to various unused skills
          -Nerfs to poisons
          -Nerfs to defile stacking

          This +1!
          But seriously agree that these are all all the major imbalance issues right now at least for pvp.
          Potato Pact - PC NA
        • Mustard
          Mustard
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          Snipe needs a bigger delay. It’s ridiculous you can fire it back to back with zero risk. @ZOS_GinaBruno
        • Ragnarock41
          Ragnarock41
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          ak_pvp wrote: »
          Hmm, the nerf to gapclosers might be unneeded. Ranged builds already have the advantage of attacking from height without fear, requiring melee to be closer, and generally better options to flee.

          even less reasons to use vMA 2h now..

          other than that,
          I might seriously drop 2h if they nerf crit rush.
          already enjoying dual wield on my new stam warden for a while now.

          having major expedition for 10 seconds beats having a gapcloser.

          IF you don't have a speed buff, a.k.a. stamDK, then your life just got more miserable I guess.
        • ak_pvp
          ak_pvp
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          ak_pvp wrote: »
          Hmm, the nerf to gapclosers might be unneeded. Ranged builds already have the advantage of attacking from height without fear, requiring melee to be closer, and generally better options to flee.

          even less reasons to use vMA 2h now..

          other than that,
          I might seriously drop 2h if they nerf crit rush.
          already enjoying dual wield on my new stam warden for a while now.

          having major expedition for 10 seconds beats having a gapcloser.

          IF you don't have a speed buff, a.k.a. stamDK, then your life just got more miserable I guess.

          What do you mean no speed buff. Haven't you seen empowering chains.

          /s
          MagDK main. PC/EU @AK-ESO
          Best houseknight EU.
        • ZOS_GinaBruno
          ZOS_GinaBruno
          Community Manager
          T4T2FR34K wrote: »
          When are you going to do something about Miats?

          You'll see something in the next update - it will likely be detailed in the API notes so addon authors can make necessary adjustments before the update is released.
          Gina Bruno
          Senior Creator Engagement Manager
          Dev Tracker | Service Alerts | ESO Twitter | My Twitter
          Staff Post
        • Shad0wfire99
          Shad0wfire99
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          "Last month, we mentioned that we were looking at shortening the Heavy Attack cooldown, but ultimately decided not to go with this change to avoid making too many dramatic changes at once."


          Like in Morrowind, where the fun was nerfed all at once?


          XBox NA
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