I love hearing everyones input here.. Ya mostly im pissed that again they have ignored cyrodil.. As far as the sets go, well if they make it live then its a toss up. Maybe there will be an OP build with one of them, maybe not.. im testing the heavy attack one right now and it doesnt seem too op, even in heavy with 75 points into heavy attack cp..
Also im pissed theyre swapping bgs again.. back and forth, just pick one or give us both (and id rather they gave us both)..
Also if anyone wants to test on the pts please let me know..
exeeter702 wrote: »Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
On the contrary.. now smaller groups will be capable of blowing up a horde of vegetable heads more effectively thus creating an incentive to not stack up on single choke points and maybe incite more dynamic exchanges at keeps.
exeeter702 wrote: »Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
On the contrary.. now smaller groups will be capable of blowing up a horde of vegetable heads more effectively thus creating an incentive to not stack up on single choke points and maybe incite more dynamic exchanges at keeps.

Just looked up the zaan set tooltip. This CANT be nerfed, it sounds like such a cool single target set for PvE.
Rip stampede for no reason.. I mean really, i get reducing damage of all gap closers, but why the snare? You've cut it in half...
Lord_Etrigan wrote: »Itd be nice if someone actually showed the tooltip for that set so we know what its doing.
Here you go.
Zaan (Monster)
Spell Critical
When you deal Critical Damage with a Light or Heavy Attack to a nearby enemy, a beam of fire will connect you to your enemy. The beam deals 3440 Flame Damage every 1 second for 5 seconds. Every second, this damage increases by 50%. The beam is broken if the enemy moves 10 meters away from you. This effect can occur every 15 seconds.
Yeah like I said, I REALLY hope this set doesn't get nerfed and people in Cyrodiil just deal with it, cause it sounds like this set would be beautiful single target dps in PvE.
Seriously, you guys got our Proc Sets nerfed, we deserve something in return.
Cactus316000 wrote: »+40% to shields, major and minor buffs and it buffs allies too. So this is basically the new Black rose on steroids. Hopefully this set never makes it live. Talk about op, its basically god mode for sorcs
SGT_Wolfe101st wrote: »Not every enemy in the game is a human player. I would be nice to have a single target set I could use on a NB or Sorc. If the damage is too much for PVP then adjust it in that environment, please don't nerf this to the ground. This is the first monster set I have been excited to see in a while.
Tommy_The_Gun wrote: »exeeter702 wrote: »Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
On the contrary.. now smaller groups will be capable of blowing up a horde of vegetable heads more effectively thus creating an incentive to not stack up on single choke points and maybe incite more dynamic exchanges at keeps.
Oh.. cut me a break. Those "small" 20 people destro - ulti zerg - trains groups are the worst kind of zerg. Those are even worse than 50 people zerg because well.. those are not 50 solo players... Giving a group taking full advantage of no player collision and stacking 10 destro - ulti in one place + Heal & CC spam following a "crown" even more DMG output is probably the worst idea.
When ZOS first introduced destro ulti they were saying the same thing:
"it will encouraged players to spread out instead of stacking in a tight ball"
And now they are making AOE even stronger and they say the same thing and think that it will "encouraged players to spread out instead of stacking in a tight ball"
No.. it will not. It will not discourage players from creating a tight ball group. If something it will only increase the "zerging" problem.
Maura_Neysa wrote: »exeeter702 wrote: »Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
On the contrary.. now smaller groups will be capable of blowing up a horde of vegetable heads more effectively thus creating an incentive to not stack up on single choke points and maybe incite more dynamic exchanges at keeps.
On the other hand... vegetable heads are going to dye by the hordes LMAO
"I already have my build, s/b back bar this set for sustain and go with 5 pc damage set for my other one.. Stam DK here i come"
Everything that is wrong with heavy right here. The fact that you can turtle up and then go damage is asinine. You can't have both, you either give up damage for survival or vice versa. I can't tell you how many people get bursted on their front bar only to have them switch to their back bar to turtle up until they get another ult.
Ok first If they dont neft zan and its hitting players for 30k (prob on a dark elf DK) then every SINGLE pvp player will be running this.. Its like a malubeth that deals damage with the beam.. 30k?!?!? But i agree, i dont like nerfs. I want them to balance pve and pvp a bit separately..
Also They say this buff to block cost but nerf to block glyphs will actually increase the cost of blocking.. From the math i did with just the sword and board passives of 36% alone, and the cost of 3 gold TS glyphs of shielding, I cannot figure out how its going to increase block... Every answer i come up with buffs perma block.. But i could be wrong since i am by noooo means a math genius.
And finally, as far as that shield set goes.. I think i was probably wrong.. But if you do run it on a mag sorc, you still get 2 mag recovery bonuses.. But ya i dont think its worth it on a mag sorc, nor do i think it will be OP right away.. Maybe on some heal bot build it may become OP.. But idk.
SGT_Wolfe101st wrote: »Just looked up the zaan set tooltip. This CANT be nerfed, it sounds like such a cool single target set for PvE.
THIS^^^^
Not every enemy in the game is a human player. I would be nice to have a single target set I could use on a NB or Sorc. If the damage is too much for PVP then adjust it in that environment, please don't nerf this to the ground. This is the first monster set I have been excited to see in a while.
exeeter702 wrote: »Tommy_The_Gun wrote: »exeeter702 wrote: »Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
On the contrary.. now smaller groups will be capable of blowing up a horde of vegetable heads more effectively thus creating an incentive to not stack up on single choke points and maybe incite more dynamic exchanges at keeps.
Oh.. cut me a break. Those "small" 20 people destro - ulti zerg - trains groups are the worst kind of zerg. Those are even worse than 50 people zerg because well.. those are not 50 solo players... Giving a group taking full advantage of no player collision and stacking 10 destro - ulti in one place + Heal & CC spam following a "crown" even more DMG output is probably the worst idea.
When ZOS first introduced destro ulti they were saying the same thing:
"it will encouraged players to spread out instead of stacking in a tight ball"
And now they are making AOE even stronger and they say the same thing and think that it will "encouraged players to spread out instead of stacking in a tight ball"
No.. it will not. It will not discourage players from creating a tight ball group. If something it will only increase the "zerging" problem.
Look, you can try and spin it any way you want. Aoe cap removal objectively puts more power into the hands of smaller groups when facing larger groups. And for anything that results in 24 and up on either side, both sides will be going down that much faster.
Tommy_The_Gun wrote: »exeeter702 wrote: »Tommy_The_Gun wrote: »exeeter702 wrote: »Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
On the contrary.. now smaller groups will be capable of blowing up a horde of vegetable heads more effectively thus creating an incentive to not stack up on single choke points and maybe incite more dynamic exchanges at keeps.
Oh.. cut me a break. Those "small" 20 people destro - ulti zerg - trains groups are the worst kind of zerg. Those are even worse than 50 people zerg because well.. those are not 50 solo players... Giving a group taking full advantage of no player collision and stacking 10 destro - ulti in one place + Heal & CC spam following a "crown" even more DMG output is probably the worst idea.
When ZOS first introduced destro ulti they were saying the same thing:
"it will encouraged players to spread out instead of stacking in a tight ball"
And now they are making AOE even stronger and they say the same thing and think that it will "encouraged players to spread out instead of stacking in a tight ball"
No.. it will not. It will not discourage players from creating a tight ball group. If something it will only increase the "zerging" problem.
Look, you can try and spin it any way you want. Aoe cap removal objectively puts more power into the hands of smaller groups when facing larger groups. And for anything that results in 24 and up on either side, both sides will be going down that much faster.
After AOE cap removal It wont be passible. There will be less counter-play against such groups. 5 - 10 people will be able to literally melt everything & everyone with no counter-play whatsoever. The only counter to such a strategy will be a another group using the same strategy. You really want that ? To change PvP to Zerg vs Zerg completely ?
Ok first If they dont neft zan and its hitting players for 30k (prob on a dark elf DK) then every SINGLE pvp player will be running this.. Its like a malubeth that deals damage with the beam.. 30k?!?!? But i agree, i dont like nerfs. I want them to balance pve and pvp a bit separately..
Also They say this buff to block cost but nerf to block glyphs will actually increase the cost of blocking.. From the math i did with just the sword and board passives of 36% alone, and the cost of 3 gold TS glyphs of shielding, I cannot figure out how its going to increase block... Every answer i come up with buffs perma block.. But i could be wrong since i am by noooo means a math genius.
And finally, as far as that shield set goes.. I think i was probably wrong.. But if you do run it on a mag sorc, you still get 2 mag recovery bonuses.. But ya i dont think its worth it on a mag sorc, nor do i think it will be OP right away.. Maybe on some heal bot build it may become OP.. But idk.
Are they trying to make ice staff a little bit better for tanking or is it my idea? Still heavy ice attack is a bit slow... but this new heavy armor set is interesting...
Oh boy..
Jorvuld’s Guidance (Light)
Magicka Recovery
Magicka Recovery
Healing Done
Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%- So this looks pretty OP especially on a sorc.. However this isnt what im really concerned about...
Ulfnor’s Favor (Heavy)
(2) Max Health(3) Magicka Recovery
(3) Stamina Recovery
(4) Healing Taken
(5) Increases the Magicka or Stamina your Heavy Attacks restore by 30%.
It seems to me this set is going to make heavy armor builds even worse.. I already have my build, s/b back bar this set for sustain and go with 5 pc damage set for my other one.. Stam DK here i come.. Any thoughts?
Another thing is no cp bgs again!? why keep swapping it, why not just have a cp and no cp version.
I like the AOE cap removal and the changes to interrupts (i think), and the changes to heavy attacks.... However this is your fix for perma block??? Change block reduction glyphs and buff blocking? I dont know if you have changed nothing here or actually made it easier on perma block builds.. But idk, the dev comment seems pretty confident that this will help so we shall see..
Rip stampede for no reason.. I mean really, i get reducing damage of all gap closers, but why the snare? You've cut it in half...
No fix for fear unbreakable CC..
And now the worst part of all..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
Tommy_The_Gun wrote: »Oh boy..
Alliance war and PVP:
General
Increased the length of time Ayleid well buffs last in Cyrodiil to 30 minutes from 10 minutes.
Itemization
Imperial NPCs in Cyrodiil now have a chance to drop keep repair kits and other consumables.
THIS IS ALL WE GET FOR CYRODIL?! Come on guys.. cyrodil is so busted.. Vivec on xbox is unplayable.. This is insane..
Overall i liked a lot of the changes and saw some cool stuff but some things never makes sense when the patch notes come out and hopefully get changed.. And you guys really need to start looking at cyrodil instead of completely ignoring the issues in a scandalous way. @ZOS_GinaBruno
You forgot the most important "bad" news:ZOS_GinaBruno wrote: »Waiting for someone to notice the first line in the Combat section...So destro ulti zergs got buffed....ZOS_GinaBruno wrote: »
General
- Area of Effect abilities now deal full damage to all targets hit, instead of having a damage penalty after hitting 7 or more targets. Secondary effects from those Area of Effect abilities (snares, stuns, etc.) are still capped at 6 targets.
Developer Comment:We want to encourage more tactical group play where players are encouraged to spread out instead of stacking in a tight ball. We’re still evaluating this aspect of AoE caps, and will make adjustments in the future as necessary.
Maura_Neysa wrote: »Ok first If they dont neft zan and its hitting players for 30k (prob on a dark elf DK) then every SINGLE pvp player will be running this.. Its like a malubeth that deals damage with the beam.. 30k?!?!? But i agree, i dont like nerfs. I want them to balance pve and pvp a bit separately..
Also They say this buff to block cost but nerf to block glyphs will actually increase the cost of blocking.. From the math i did with just the sword and board passives of 36% alone, and the cost of 3 gold TS glyphs of shielding, I cannot figure out how its going to increase block... Every answer i come up with buffs perma block.. But i could be wrong since i am by noooo means a math genius.
And finally, as far as that shield set goes.. I think i was probably wrong.. But if you do run it on a mag sorc, you still get 2 mag recovery bonuses.. But ya i dont think its worth it on a mag sorc, nor do i think it will be OP right away.. Maybe on some heal bot build it may become OP.. But idk.
The block cost changes will make it so that full shadow CP, 2 study, 3 glyphs bloch will cost something like 290, up from the current 95
Unfadingsilence wrote: »Tommy_The_Gun wrote: »So destro ulti zergs got buffed....
BUT my bomb blade will LOVE 50+ ppl sitting on flags I'll target the hell out of a new kid running 10k HP in pvp
Maura_Neysa wrote: »Ok first If they dont neft zan and its hitting players for 30k (prob on a dark elf DK) then every SINGLE pvp player will be running this.. Its like a malubeth that deals damage with the beam.. 30k?!?!? But i agree, i dont like nerfs. I want them to balance pve and pvp a bit separately..
Also They say this buff to block cost but nerf to block glyphs will actually increase the cost of blocking.. From the math i did with just the sword and board passives of 36% alone, and the cost of 3 gold TS glyphs of shielding, I cannot figure out how its going to increase block... Every answer i come up with buffs perma block.. But i could be wrong since i am by noooo means a math genius.
And finally, as far as that shield set goes.. I think i was probably wrong.. But if you do run it on a mag sorc, you still get 2 mag recovery bonuses.. But ya i dont think its worth it on a mag sorc, nor do i think it will be OP right away.. Maybe on some heal bot build it may become OP.. But idk.
The block cost changes will make it so that full shadow CP, 2 study, 3 glyphs bloch will cost something like 290, up from the current 95
hmmm some nerf...