Seraphayel wrote: »zadrotscrolls wrote: »
nice
What does this mean? The red areas aren't accessible or what?
The infused trait for jewelry looks interesting. Increases the effect of the enchantment by 60%
And I can’t tell, but is the change to NMG a good thing? Applying major fracture.
zadrotscrolls wrote: »
nice
Seraphayel wrote: »zadrotscrolls wrote: »
nice
What does this mean? The red areas aren't accessible or what?
That's just what he's thinking.
That is not the only land mass in the update.
And, there are a lot of areas that are what I would call sub areas that do not appear on the over land map.
zadrotscrolls wrote: »
nice
Seraphayel wrote: »That is not the only land mass in the update.
And, there are a lot of areas that are what I would call sub areas that do not appear on the over land map.
What else? Alinor and Artaeum. Or is there more we don't know yet (and you may not even talk about)?
And even when there's more, there's no excuse for blocking 30% or more of Alinor because of reasons.
Nope, it was turned into a set that does what quite a few standard abilities do, including the tank's 'major' role of applying Major Fracture, whether in 4 man dungeons or 12 man trials. The changes effectively turned it into a solo set.
Seraphayel wrote: »That is not the only land mass in the update.
And, there are a lot of areas that are what I would call sub areas that do not appear on the over land map.
What else? Alinor and Artaeum. Or is there more we don't know yet (and you may not even talk about)?
And even when there's more, there's no excuse for blocking 30% or more of Alinor because of reasons.
A similar area on the Vvardenfell map was occupied by the public dungeon "Forgotten Wastes".
So I assume some of the greyed out areas on the map are public dungeons, the trial, etc.
However, Shimmer said that the main Summerset island is probably a little smaller than Vvardenfell, and Artaeum is about the size of a DLC.
Seraphayel wrote: »So the "biggest area we've done yet" is maybe bigger than Vvardenfell (the previous "biggest zone we've done yet"), maybe not, but 1/3 of it is blocked again. Nice.
cecibergesnrb18_ESO wrote: »What's that about the geisers? Thanks to the op, but I really wish ESO would post an official list of new features instead of having to fish info from different streamers.
cecibergesnrb18_ESO wrote: »What's that about the geisers? Thanks to the op, but I really wish ESO would post an official list of new features instead of having to fish info from different streamers.
cecibergesnrb18_ESO wrote: »What's that about the geisers? Thanks to the op, but I really wish ESO would post an official list of new features instead of having to fish info from different streamers.
cecibergesnrb18_ESO wrote: »What's that about the geisers? Thanks to the op, but I really wish ESO would post an official list of new features instead of having to fish info from different streamers.
@cecibergesnrb18_ESO
I did not get a chance to do one of the Geysers, but someone in the room was doing one. From what I saw, think a Dolmen, but with different art work and your not too far off. Which is nice as I kind of miss not having dolmens in the new zones we get, although I can understand why Vvardenfell did not have them (no archeological evidence in the original Morrowind game)
Transairion wrote: »Nope, it was turned into a set that does what quite a few standard abilities do, including the tank's 'major' role of applying Major Fracture, whether in 4 man dungeons or 12 man trials. The changes effectively turned it into a solo set.
For further clarity towards the question itself:
Major Fracture: Decreases target's physical resistance by 5280, can't stack
Night Mother's Gaze Set: Critical attacks also reduce the target's Physical Resistance by 2580 for 6 seconds (Not major or minor debuff, so stacks with everything)
Sunderflame Set: When you hit an enemy with a fully charged Heavy Attack, deal 774 Flame Damage and reduce target’s Physical Resistance by 3440 for 8 seconds. (Not a Major/Minor debuff, so also stacks with everything)
Because they all stacked, Trials have a lot of Stamina DPS (with one NMG and one Sunderflame throughout) all benefiting from a greatly decreased boss resistance -> thus doing more damage. As far as I know no Sets or abilities existed for Magicka DPS to do anything similar, with just Major Breach (Decrease target's spell resistance by 5280).
I can only assume ZOS finally noticed all these were stacking "to great effect", so now in Summerset these Sets will grant Major Fracture instead and thus not stack with each other at all anymore (thus there's no real reason to use them in a Trial, as the tank applies Major Fracture constantly).
I sort of understand it because it did alienate Mag DPS a fair bit...
What I'd like to know is: are hybrids viable with these changes?
I doubt any playtesters work with this build, but I have to ask.
To me the two biggest things are Jewlery Crafting and Two Handed counting as two slots. This is huge for builds. Most of use a combo of a dropped set and a crafted set. However most casters can not use a Monster set unless they give up a 5th Piece bonus somewhere. Now, we can create and use so many more combos of sets. Meta? That goes out the window now as I can see dozens of combos now that will give top tier performance.
Transairion wrote: »Nope, it was turned into a set that does what quite a few standard abilities do, including the tank's 'major' role of applying Major Fracture, whether in 4 man dungeons or 12 man trials. The changes effectively turned it into a solo set.
For further clarity towards the question itself:
Major Fracture: Decreases target's physical resistance by 5280, can't stack
Night Mother's Gaze Set: Critical attacks also reduce the target's Physical Resistance by 2580 for 6 seconds (Not major or minor debuff, so stacks with everything)
Sunderflame Set: When you hit an enemy with a fully charged Heavy Attack, deal 774 Flame Damage and reduce target’s Physical Resistance by 3440 for 8 seconds. (Not a Major/Minor debuff, so also stacks with everything)
Because they all stacked, Trials have a lot of Stamina DPS (with one NMG and one Sunderflame throughout) all benefiting from a greatly decreased boss resistance -> thus doing more damage. As far as I know no Sets or abilities existed for Magicka DPS to do anything similar, with just Major Breach (Decrease target's spell resistance by 5280).
I can only assume ZOS finally noticed all these were stacking "to great effect", so now in Summerset these Sets will grant Major Fracture instead and thus not stack with each other at all anymore (thus there's no real reason to use them in a Trial, as the tank applies Major Fracture constantly).
I sort of understand it because it did alienate Mag DPS a fair bit...
MLGProPlayer wrote: »So warden isn't utter crap in pve anymore?
Wrobel promised in the warden feedback thread that they would be looking at DPS across all the classes back during the Clockwork City PTS cycle (the next balance patch from that comment is Summerset). Let's hope the warden is still on the agenda. I'm tired of complaining about the class for 12 months now. Since then, templar and DK have fallen on hard times as well. The gap between NB/Sorc and Templar/DK/Warden is massive right now, with warden especially far behind (as it has been since the class released).
IcyDeadPeople wrote: »
Can you explain a bit more? How will we craft say, 2H axe or staff at two different set stations, or combine 2 different dropped sets for one item?
Or do you mean they use two slots for the same set?
Thank you for the quick reply. I figured as much, so I didn't get my hopes up for Summerset. I'll bring mine out of temporary retirement to see how the new changes apply (especially with 5/5/2), but unlikely I'll play it.I did not try one per say. But based on what I did try, it's probably the same as it is now with respect to hybrids.
I had a feeling this was what the future holds. With the changes of Morrowind, they kind of let it show this was the ultimate goal.However, a big change coming is to make each class be able to DPS, Heal and Tank with viability. Sure, you will approach say DK Tanking differently than say NB tanking, but, the goal is to make each class viable for all roles.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
i'm just your average Jane who struggles with my magwarden to get close to 30k and can't get into trials to get the gear that allows me to do comparative DPS because of it.