Light Attacks with One Hand and Shield, Dual Wield, Bow, Destruction Staff, and Restoration Staff weapons will deal more damage.
Light Attacks with Two Handed weapons will deal less damage.
Heavy Attacks with Destruction Staff and Restoration Staff weapons will deal more damage.
Heavy Attacks with Two Handed, One Hand and Shield, Dual Wield, and Bow weapons will deal less damage.
Direct nerf to both light and heavy attack damage for two handed?
That's not reinforcing the concept that Light Attacks are for dealing damage and Heavy Attacks are for restoring resources.
Typo?
Btw. is someone else also missing the note for NBs critdmg-increase not effecting their crithealing? or do NBs now have the highest crithealing ingame?
Is this intended @ZOS_GinaBruno ?
BlackStar300 wrote: »So it looks like Maelstrom/Asylum/Master weapons aren't getting a buff. This is nice. I understand the frustration of those wanting these to be godly, but when 1% of this stuff is locked (even paid because some ppl don't have money for the carries) it really makes it nice to others able to use other means.
Least that is what I read from that bit about the weapons. We will see if ZOS caves in and buffs...them... -_-
Also, amen to that CP300 DLC dungeon cap. That SS info was great, but these are my 2 take away points from the whole notes!
Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Btw. is someone else also missing the note for NBs critdmg-increase not effecting their crithealing? or do NBs now have the highest crithealing ingame?
Is this intended @ZOS_GinaBruno ?
That was last patch, wasnt it?
Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
Ectheliontnacil wrote: »Why, why is magdk getting snare removal?!
Magdk a very strong pvp class gets several powerful buffs and now is the only magicka class to have acess to snare removal! What happened to the "protect your house approach to dk"?
And magblades, always one of the underdogs in pvp, are getting their spammable nerfed into uselessness (go force pulse now) and don't get snare removal even though they sorely need it!
Tell me which magicka class does not need Snare removal?
that new crafted set.... i already see problems with it, 4000 health every 2 seconds you dodge an attack? weow
that assumes the 4k health will stay 4k health in pvp. and also assumes that health can crit.
My assumption, it will only be a 2k heal in PVP but crit. And with critial dmg modifiers not impacting heals anymore, I see the 2 second cooldown about right for balance (along with the dodge roll cost increase mechanic).
Toc de Malsvi wrote: »BlackStar300 wrote: »So it looks like Maelstrom/Asylum/Master weapons aren't getting a buff. This is nice. I understand the frustration of those wanting these to be godly, but when 1% of this stuff is locked (even paid because some ppl don't have money for the carries) it really makes it nice to others able to use other means.
Least that is what I read from that bit about the weapons. We will see if ZOS caves in and buffs...them... -_-
Also, amen to that CP300 DLC dungeon cap. That SS info was great, but these are my 2 take away points from the whole notes!
It is not about being "godly" without a buff most of these weapons are WORSE than an additional 4 and 5 piece bonus. Which means these weapons which were hard to get are going in the bank for the time being.
This in PvP..
If your character dies, you will not be cleared from a credit list, but logging out of the game will..
Crashing, which happens in large keep fights, will potentially be more hair pulling more aggravation
I hope this is only if someone clicks the log off button or is timed out.
Other than that I'm looking forward to it a lot.
ZOS_GinaBruno wrote: »Hey everyone, just a reminder that we keep the PTS patch notes thread open for you to comment in order to gather feedback or identify issues before we go live. It is not intended to post non-constructive comments or bash the development team. If these rules cannot be followed, we'll close the patch notes thread for commenting. Thanks for your understanding.
ZOS_GinaBruno wrote: »
Maelstrom Arena
- Rings for the Winterborn, Para Bellum, Glorious Defender, and Elemental Succession sets will now drop in Purple-quality from the final arena in Veteran Maelstrom Arena.
Btw. is someone else also missing the note for NBs critdmg-increase not effecting their crithealing? or do NBs now have the highest crithealing ingame?
Is this intended @ZOS_GinaBruno ?
That was last patch, wasnt it?
I just checked and couldn't find it in the dragon bones release-patch. But maybe i'm missing something.
But the first time i heard about crit-dmg increases not affecting healing was some weeks ago...so i doubt there has been something like that in previous patchnotes.
I fail to understand the changes to Sunderflame and Nightmothers Gaze. I do understand that from a balance standpoint the move away from unique buffs/de-buffs to a standardized system makes developer life easy...
However, these two sets added a layer of diversity and required optimization for trial groups. Simply put these two sets required a level of team cooperation you just remove with one fell swoop.
Further more, these two sets were really there to balance out the fact that medium armor gets no innate penetration like light armor gets.
All you did with this change is not force all stamina users in trials to want to run Two-Fang Snake, at least until you (ZoS) opt to remove its unique penetration buff as well.
I fail to understand the changes to Sunderflame and Nightmothers Gaze. I do understand that from a balance standpoint the move away from unique buffs/de-buffs to a standardized system makes developer life easy...
However, these two sets added a layer of diversity and required optimization for trial groups. Simply put these two sets required a level of team cooperation you just remove with one fell swoop.
Further more, these two sets were really there to balance out the fact that medium armor gets no innate penetration like light armor gets.
All you did with this change is not force all stamina users in trials to want to run Two-Fang Snake, at least until you (ZoS) opt to remove its unique penetration buff as well.
But medium armor gets way more Wpn Damage and more Crit.
By having one debuffer in the raid, apart from the tank, it allowed the other Stam DDs to hit the boss with full penetration despite wearing two damage sets. Thus putting stam DDs' DPS numbers far above what mag DDs could achieve.
Either having to sacrifice one damage set or having to hit with less penetration, the result is the same. Stam DPS will drop and fall more in line with Mag DPS.
Btw. is someone else also missing the note for NBs critdmg-increase not effecting their crithealing? or do NBs now have the highest crithealing ingame?
Is this intended @ZOS_GinaBruno ?
That was last patch, wasnt it?
I just checked and couldn't find it in the dragon bones release-patch. But maybe i'm missing something.
But the first time i heard about crit-dmg increases not affecting healing was some weeks ago...so i doubt there has been something like that in previous patchnotes.
It was in the bug thread.
https://forums.elderscrollsonline.com/en/discussion/395286/nightblade-passive-hemorrhage-bugged-and-not-working/p2
gina said " Hey guys, apologies for the confusion here. We actually had a fix for Hemorrhage in Update 17 (with Dragon Bones) so it now only procs off Critical Damage. "
So technically it was already changed. And if they already changed it, it won't be featured in SI patch.
@ZOS_GinaBruno Does the development team plan on adjusting racial passives with Summerset? Light and heavy attacks scaling with stamina removes any possible advantage Khajiit would have as higher damage/lower sustain DPS vis-a-vis Redguard's theoretical lower damage/higher sustain passive configuration.
I feel like khajiit are being coded out of the game, and there's no place for us anymore.
SupremeRissole wrote: »Sunderflame completely removes the viability of a stamina templar in raids.
that new crafted set.... i already see problems with it, 4000 health every 2 seconds you dodge an attack? weow
Use 3 swift jewellry, be an orc, use minor expedition, use 7 medium armor pieces, now take the chaos ball, Dodge with your bow, and dodge again and again arround the battleground map with the chaos ball.