LonePirate wrote: »The stone floor just inside the Gatehouse Door in keeps is causing players to dismount if they ride up to the Gatehouse Door. This occurs regardless if the player is entering or exiting the keep while on horseback. This is happening to my EP character at both Chalman and Drakelowe.
LonePirate wrote: »Retreating Maneuver Rank IV is causing players to be dismounted. This annoying bug needs to be resolved as quickly as possible, especially if any meaningful Cyrodiil testing is desired.
BlackStar300 wrote: »Apache_Kid wrote: »BlackStar300 wrote: »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.
And your point being? I've done vMA and vDSA, but until they give ppl a guaranteed item choice for those its stupid. Especially vMA and yes I know many were upset that you grinded out your traits and now can change them, but when you look at how many ppl can complete this content a good majority fail and some can't do it and the veteran dungeons they put out ever since HotR ups the difficulty tons.
Ppl need others ways of being viable than buying carries for ridiculous amounts of money with no guarantee drop etc. Yes, we have normal dungeons, but anyone who does normal even if you're only doing like 20k DPS or even 15k is that they are super easy.
Having jewelry being crafted allows players to get gold now without the hassle of vet trials per se so I say this is a step in making the player base not so divided. I'm just hoping ZOS doesn't falter and buff these things up otherwise what's the point in trying to make ppl run 5/5/2 if these weapons are going to overshadow them still...
The most difficult weapons in the game to get should be His. You say people need options other than buying carries, Why can't they just just complete the content? Plenty of us have ran the content and gotten the drops. It's do-able. You make the weapons BiS so people have an excuse to run difficult content. If I can get better results with 5-5-2 and all set gear, What is the incentive to re-run content like dragonstar? Or trying to get perfected asylum weapons?
Content should be difficult and content should be challenging and I don't disagree with them having the weapons, but the content they are locked behind can realistically be said that a VERY select amount can obtain them by their own means. Joining VERY judgmental trial guilds and doing things their way is almost a chore in itself (I speak for myself and others I talk to on PS4) and they feel the same. These guilds are not worth trifling with.
Why can't everyone do the content if you can? Well, I'll tell ya. Not everyone can... You know how?
I can definitely work, but me being a millionaire working retail is just not gonna happen, but it doesn't mean being a millionaire can't be obtained now can it? Or we can move to sports. I can be a sports athlete, but not good enough to make nationals/regional teams. Catch my drift?
This is just one example, but just because you can and so can many others doesn't mean that EVERYBODY can. This is the most flawed logic ever. Unless you want this game to be nothing, but OP elitists then that is the direction you want this to be with them making a 2nd vMA as I hear ppl talk about + wanting more end game content. There needs to be a balance for those unable to achieve the tops.
You know what you guys who strive for top position get? Leaderboard rankings and skins and money (since you can sell those or not -- up to your guild etc). This is a classic example of the rich get richer and the poor get poorer...
WhiteCoatSyndrome wrote: »ZOS_GinaBruno wrote: »You can now obtain Jewelry Crafting Stations from Faustina Curio, the Achievement Mediator.
- A normal Jewelry Crafting station costs 125 Vouchers and requires the "Jewelry Crafter" achievement.
- An Attunable Jewelry Crafting Station costs 250 Vouchers, and requires the "Jewelry Crafter" achievement. Attunable Stations can be used at any Set Crafting location in the world to attain that location's special set properties.
- Reminder: You must own ESO: Summerset in order to use a Jewelry Crafting station.
Hold on; we were previously told we didn't need Summerset to buy these (and potentially sell them) only to use them. Having a Summerset-specific-skill requirement seems to contradict that.
ZOS_GinaBruno wrote: »Please apply the psijic skilline to our templates. I understand that you want to get feedback, but some of us just want to test combat and abilities and not spoil us the stories and quests. We wish to do them with our beloved main characters.
As mentioned in the patch notes, we'll be adding the skill line to the templates in a future PTS patch.
ZOS_GinaBruno wrote: »
Weapon
- Bow
- Rapid Fire: This ability and the Toxic Barrage morph now grant you crowd control immunity while you are channeling them.
Developer Comments:This puts these abilities more in line with the Soul Strike ability, which provides similar protections. We don’t want players to activate an Ultimate and have it easily and immediately negated.
Mystrius_Archaion wrote: »ZOS_GinaBruno wrote: »
Weapon
- Bow
- Rapid Fire: This ability and the Toxic Barrage morph now grant you crowd control immunity while you are channeling them.
Developer Comments:This puts these abilities more in line with the Soul Strike ability, which provides similar protections. We don’t want players to activate an Ultimate and have it easily and immediately negated.
Well, this won't work. Every last ultimate or normal ability with this "crowd control immunity" is still fully vulnerable to crowd control through push and pull mechanics like Dragonknight chains and any knockback like melee heavy attacks and Templar Javelin.
That makes them completely wasted if anybody has any sense to use those or you're fighting a medium sized group of weak minions with one of them holding a 2-handed weapon.
This also applies to the Templar Restoring Light ultimate "Rite of Passage" which I have noticed this painful problem on ever since I started playing over 2 years ago. It roots you in place and guarantees someone will hit you with a knockback ending it early, especially for the increased channel duration morph. This makes it useless solo, and just as useless in a group where movement is necessary and knockback is even more common.
@ZOS_Wrobel We need "knockback/pull Immunity" added to any ability with "crowd control immunity" to prevent it from being instantly wasted, as you intended.
ZOS_GinaBruno wrote: »
Dragonknight
- Ardent Flame
- Cauterize (Inferno morph): Increased the range of the heal from this morph to 28 meters from 15 meters.
- Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.
- Empowering Chains (Fiery Grip morph): This morph now grants you 2 stacks of the Empower buff, up from 1.
- Shifting Standard (Dragonknight Standard morph): Decreased the cost of this morph to 225 Ultimate from 250 Ultimate.
- Draconic Power
- Reflective Plate (Reflective Scale morph): This morph now removes all snare effects from you when you cast the ability.
- Earthen Heart
- Ash Cloud: This ability now heals you and your allies in the area and snares enemies; note the Eruption morph remains unchanged.
- Cinder Storm (Ash Cloud morph): This morph now increases the healing done.
- Obsidian Shard (Stonefist morph): Increased the healing done by this morph by approximately 25%.
- Obsidian Shield: This ability now grants you Major Mending for 2.5 seconds as a baseline effect, but no longer grants you a stronger damage shield that absorbs 200% more damage. In addition, we’ve also made adjustments to both morphs:
- Igneous Shield: This morph now grants you a stronger damage shield that absorbs 200% more damage.
- Fragmented Shield: This morph now increases the duration of Major Mending to 4.5 seconds.
- Shattering Rocks (Petrify morph): This morph has been redesigned so that when the stun ends, it causes the enemy’s next attack to heal their target.
- Stone Giant (Stonefist morph): This morph now also grants Minor Ward in additional to Minor Resolve.
Dragonknight
- Draconic Power
- Spiked Armor: Updated the tooltip for this ability and its morphs to better clarify the types of attacks it will return damage against.
Champion System
- The Lord
- Expert Defender: Updated the tooltip for this ability to indicate it only works on Player Light and Heavy Attacks.
General
- Two Handed, Bow, Destruction Staff, and Restoration Staff weapons now count for two pieces towards any item set bonus. Rejoice!
Consumables
- Decreased the strength of the snare applied by the Hindrance poison to 40% from 50%.
Item Sets
- The Master, Maelstrom, and Asylum 2-Handed weapon sets now require 2 pieces to complete the set.
- Since 2-Handed weapons always grant 2 pieces of an item set bonus, this change is purely cosmetic.
- Archer’s Mind: This item set now only affects Critical Damage, and not Critical Healing.
- Coward’s Gear: This item set now requires that you are both Sprinting and moving to obtain its bonuses.
- Cruel Flurry: This item set now only works on damage over time abilities you cast from your bar, and not damage over time procs such as Twin Blade and Blunt.
- Night Mother’s Gaze: This item set now applies Major Fracture to the enemy when you deal Critical Damage, instead of reducing their Physical Resistance by 2580.
- Prisoner’s Rags: This item set now requires that you are both Sprinting and moving to obtain its bonuses.
- Sunderflame:
- This item set now applies Minor Breach and Minor Fracture to the enemy when you deal damage with a fully-charged Heavy Attack, instead of reducing their Physical Resistance by 3440.
- Increased the bonus Flame Damage dealt with a fully-charged Heavy Attack to 4000 from 774.
Item Sets
- Akaviri Dragonguard: Fixed an issue where this item set was not reducing the cost of Overload’s Light and Heavy Attacks.
- Blessing of Potentates: Fixed an issue where this item set was not reducing the cost of Overload’s Light and Heavy Attacks.
- Caluurion’s Legacy: Fixed an issue where this item set could not trigger from the Inferno and Flames of Oblivion abilities.
- Cruel Flurry: Fixed an issue where this item set’s bonus was being consumed by the Poison Injection morph but was not actually benefiting from it.
- Galerion’s Revenge: Fixed an issue where Lightning and Restoration Staff Heavy Attacks would apply multiple stacks of this item set’s debuff.
- Jorvuld’s Guidance: Fixed an issue where this item set’s bonus was not increasing the duration of Major Slayer or Major Aegis.
- Shroud of the Lich: Fixed an issue where this item set’s proc was not increasing your out-of-combat Magicka Recovery.
Mystrius_Archaion wrote: »ZOS_GinaBruno wrote: »
Weapon
- Bow
- Rapid Fire: This ability and the Toxic Barrage morph now grant you crowd control immunity while you are channeling them.
Developer Comments:This puts these abilities more in line with the Soul Strike ability, which provides similar protections. We don’t want players to activate an Ultimate and have it easily and immediately negated.
Well, this won't work. Every last ultimate or normal ability with this "crowd control immunity" is still fully vulnerable to crowd control through push and pull mechanics like Dragonknight chains and any knockback like melee heavy attacks and Templar Javelin.
That makes them completely wasted if anybody has any sense to use those or you're fighting a medium sized group of weak minions with one of them holding a 2-handed weapon.
This also applies to the Templar Restoring Light ultimate "Rite of Passage" which I have noticed this painful problem on ever since I started playing over 2 years ago. It roots you in place and guarantees someone will hit you with a knockback ending it early, especially for the increased channel duration morph. This makes it useless solo, and just as useless in a group where movement is necessary and knockback is even more common.
@ZOS_Wrobel We need "knockback/pull Immunity" added to any ability with "crowd control immunity" to prevent it from being instantly wasted, as you intended.
Every ultimate can fail just about, why should bow ultimate be different? I can’t even tell you how many times DBoS has failed because of cc.
AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
The fact that WW fans are excited about increased LA dmg just reinforces the fact the class is weak. Unfortunately even with this "buff" the class has fundamental flaws and short comings.
Getting claws of anguish to work is nice but real investment needs to be made into WW and Vampire fun factor. Both are mostly relegated to a passive bonus.
AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
LonePirate wrote: »Retreating Maneuver Rank IV is causing players to be dismounted. This annoying bug needs to be resolved as quickly as possible, especially if any meaningful Cyrodiil testing is desired.
same issue
beetleklee wrote: »@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.
Yeah the health recovery passive on Khajiit needs to be changed to something more useful for DPS. Health recovery is useless.
Khajiit needs to pull higher DPS to balance out Redguard's better sustain, that way if you can sustain a rotation on a Khajiit, it will be worth it. Right now Redguard pulls higher DPS with better sustain and more stamina...it's simply the safer and smarter choice.
Redguard has been the best choice for a long time now for Stam builds, both in PVE and PVP. The other stam races need changes, not just Khajiit.
I will change my dear Ra'ra-rasputin the Khajiit StamDK to a Redguard over my dead body, lol.
Hopefully they'll get adjusted soon. Redguard has reigned as #1 for too long. And not by a tiny bit, by a lot.
Hayden_Knight wrote: »Abysswarrior45 wrote: »DELETE THIS SET PLEASE!
Sload’s Semblance
2 – 1096 Maximum Magicka
3 – 1096 Maximum Stamina
4 – 129 Spell Damage
4 – 129 Weapon Damage
5 – Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
Also where the hell is a stam whip for stam dks?
This set is so cringe - it makes me weep just reading it. stack it with shield breaker and you got some BS right there.
Lord_Dexter wrote: »beetleklee wrote: »@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.
Yeah the health recovery passive on Khajiit needs to be changed to something more useful for DPS. Health recovery is useless.
Khajiit needs to pull higher DPS to balance out Redguard's better sustain, that way if you can sustain a rotation on a Khajiit, it will be worth it. Right now Redguard pulls higher DPS with better sustain and more stamina...it's simply the safer and smarter choice.
Redguard has been the best choice for a long time now for Stam builds, both in PVE and PVP. The other stam races need changes, not just Khajiit.
I will change my dear Ra'ra-rasputin the Khajiit StamDK to a Redguard over my dead body, lol.
Hopefully they'll get adjusted soon. Redguard has reigned as #1 for too long. And not by a tiny bit, by a lot.
They changed last time Health Recovery to 6% Stam increase and there was soo much QQ on forum and resulted into revert change.Hayden_Knight wrote: »Abysswarrior45 wrote: »DELETE THIS SET PLEASE!
Sload’s Semblance
2 – 1096 Maximum Magicka
3 – 1096 Maximum Stamina
4 – 129 Spell Damage
4 – 129 Weapon Damage
5 – Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
Also where the hell is a stam whip for stam dks?
This set is so cringe - it makes me weep just reading it. stack it with shield breaker and you got some BS right there.
Crying for 427 damage per sec in PVP, common this set is not BS even!
Alliance War
Fixed an issue where the icons for the Perfect and Praetorian ranks were swapped in the Alliance War UI.
ZOS_GinaBruno wrote: »
General
- Rebalanced the Light and Heavy Attack damage scaling ratios so that Light and Heavy Attacks now scale their damage in the same way that normal abilities do – Max Magicka and Max Stamina is now a greater contributing factor towards their damage.
- Rebalanced Light and Heavy Attack damage across weapon types to reinforce the concept that Light Attacks are for dealing damage and Heavy Attacks are for restoring resources.
If I understand the intention, all ballistae are for anti-siege. If you want to go against a keep, you should use a treb.So which ballista is for anti siege? Regular or fire? Is fire for anti siege and normal for keeps still?
Apache_Kid wrote: »BlackStar300 wrote: »Apache_Kid wrote: »BlackStar300 wrote: »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.
And your point being? I've done vMA and vDSA, but until they give ppl a guaranteed item choice for those its stupid. Especially vMA and yes I know many were upset that you grinded out your traits and now can change them, but when you look at how many ppl can complete this content a good majority fail and some can't do it and the veteran dungeons they put out ever since HotR ups the difficulty tons.
Ppl need others ways of being viable than buying carries for ridiculous amounts of money with no guarantee drop etc. Yes, we have normal dungeons, but anyone who does normal even if you're only doing like 20k DPS or even 15k is that they are super easy.
Having jewelry being crafted allows players to get gold now without the hassle of vet trials per se so I say this is a step in making the player base not so divided. I'm just hoping ZOS doesn't falter and buff these things up otherwise what's the point in trying to make ppl run 5/5/2 if these weapons are going to overshadow them still...
The most difficult weapons in the game to get should be His. You say people need options other than buying carries, Why can't they just just complete the content? Plenty of us have ran the content and gotten the drops. It's do-able. You make the weapons BiS so people have an excuse to run difficult content. If I can get better results with 5-5-2 and all set gear, What is the incentive to re-run content like dragonstar? Or trying to get perfected asylum weapons?
Content should be difficult and content should be challenging and I don't disagree with them having the weapons, but the content they are locked behind can realistically be said that a VERY select amount can obtain them by their own means. Joining VERY judgmental trial guilds and doing things their way is almost a chore in itself (I speak for myself and others I talk to on PS4) and they feel the same. These guilds are not worth trifling with.
Why can't everyone do the content if you can? Well, I'll tell ya. Not everyone can... You know how?
I can definitely work, but me being a millionaire working retail is just not gonna happen, but it doesn't mean being a millionaire can't be obtained now can it? Or we can move to sports. I can be a sports athlete, but not good enough to make nationals/regional teams. Catch my drift?
This is just one example, but just because you can and so can many others doesn't mean that EVERYBODY can. This is the most flawed logic ever. Unless you want this game to be nothing, but OP elitists then that is the direction you want this to be with them making a 2nd vMA as I hear ppl talk about + wanting more end game content. There needs to be a balance for those unable to achieve the tops.
You know what you guys who strive for top position get? Leaderboard rankings and skins and money (since you can sell those or not -- up to your guild etc). This is a classic example of the rich get richer and the poor get poorer...
Ok but not everyone needs to have every weapon. If you cannot complete the content to get the weapon then you probably aren't doing the content that requires that little bit of DPS these special weapons are supposed to squeeze out.
Some things should be special and gated behind extremely difficult content. I agree some of this stuff might be too difficult (especially on console without add-ons) but maelstrom arena and vDSA are not that.
Mystrius_Archaion wrote: »ZOS_GinaBruno wrote: »
Weapon
- Bow
- Rapid Fire: This ability and the Toxic Barrage morph now grant you crowd control immunity while you are channeling them.
Developer Comments:This puts these abilities more in line with the Soul Strike ability, which provides similar protections. We don’t want players to activate an Ultimate and have it easily and immediately negated.
Well, this won't work. Every last ultimate or normal ability with this "crowd control immunity" is still fully vulnerable to crowd control through push and pull mechanics like Dragonknight chains and any knockback like melee heavy attacks and Templar Javelin.
That makes them completely wasted if anybody has any sense to use those or you're fighting a medium sized group of weak minions with one of them holding a 2-handed weapon.
This also applies to the Templar Restoring Light ultimate "Rite of Passage" which I have noticed this painful problem on ever since I started playing over 2 years ago. It roots you in place and guarantees someone will hit you with a knockback ending it early, especially for the increased channel duration morph. This makes it useless solo, and just as useless in a group where movement is necessary and knockback is even more common.
@ZOS_Wrobel We need "knockback/pull Immunity" added to any ability with "crowd control immunity" to prevent it from being instantly wasted, as you intended.
Every ultimate can fail just about, why should bow ultimate be different? I can’t even tell you how many times DBoS has failed because of cc.