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We will be performing maintenance for patch 11.2.1 on the PTS on Monday at 8:00AM EDT (12:00 UTC).

PTS Patch Notes v4.0.0

  • Dagoth_Rac
    Dagoth_Rac
    ✭✭✭✭✭
    ✭✭✭✭✭
    Xuhora wrote: »
    Maulkin wrote: »
    olsborg wrote: »
    Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno

    One is an individual set, the other is a group buff set. Would you ever use Worm Cult or Ebon Armor when soloing? I don't think so.

    Hircine's change might make it viable for PvE raids to help stam DDs with sustain.

    Although the problem is, only healers and tanks run these types of sets. This set is bad for healers and tanks. So I'm not sure who's gonna run it.

    one of the guys that previously used NMG or Sunder, since these wont be used anymore

    The 2 and 4 piece bonuses on Hircine's Veneer are Stamina Recovery. A medium armor set with so much stamina recovery is of little use to tanks because they lose all stamina recovery when holding block so the bonuses will be lost a lot of the time. A medium armor set with so much stamina recovery is of little use to healers for many, many reasons. And a set where only 1 of the 4 bonuses is offensive will be of little interest to a stamina DPS. I don't see this being useful in Trials.
  • JobooAGS
    JobooAGS
    ✭✭✭✭✭
    Dagoth_Rac wrote: »
    Xuhora wrote: »
    Maulkin wrote: »
    olsborg wrote: »
    Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno

    One is an individual set, the other is a group buff set. Would you ever use Worm Cult or Ebon Armor when soloing? I don't think so.

    Hircine's change might make it viable for PvE raids to help stam DDs with sustain.

    Although the problem is, only healers and tanks run these types of sets. This set is bad for healers and tanks. So I'm not sure who's gonna run it.

    one of the guys that previously used NMG or Sunder, since these wont be used anymore

    The 2 and 4 piece bonuses on Hircine's Veneer are Stamina Recovery. A medium armor set with so much stamina recovery is of little use to tanks because they lose all stamina recovery when holding block so the bonuses will be lost a lot of the time. A medium armor set with so much stamina recovery is of little use to healers for many, many reasons. And a set where only 1 of the 4 bonuses is offensive will be of little interest to a stamina DPS. I don't see this being useful in Trials.

    Stam healer?
  • The_Saint
    The_Saint
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    ✭✭✭✭✭
    Neoauspex wrote: »
    @ZOS_GinaBruno what about the weapon sets from the new trial?

    No weaponsets. the trial sets from the notes will be imperfect and perfect. no special weapons
    Samuel Crow - Nachtklinge - PC-EU-DC
    Saint_Crow Twitch / Youtube
    ESO Stream Team Partner
  • Neoauspex
    Neoauspex
    ✭✭✭✭✭
    The_Saint wrote: »
    Neoauspex wrote: »
    @ZOS_GinaBruno what about the weapon sets from the new trial?

    No weaponsets. the trial sets from the notes will be imperfect and perfect. no special weapons

    Oh. Weird.
  • msetten
    msetten
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    The best way is to deconstruct dropped jewelry after the update. That has always been the best way to level blacksmithing and woodworking and tailoring. The jewelry will even start dropping in intricate trait to boost that.

    And yes, the nodes will have materials based on your crafting rank half the time and your level/CP the other half.
    Thanks for clarifying that for me. One less “worry”.
  • NewBlacksmurf
    NewBlacksmurf
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    Apache_Kid wrote: »
    Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:

    Combat Balance
    General
    • Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.

    Templar
    • Dawn's Wrath
      • Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).

    Warden
    • Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.

    Guild
    • Fighters Guild
      • Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.

    Combat Fixes & Improvements
    General
    • Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.

    Weapons
    • Restoration Staff
      • Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.

    Itemization Balance
    Item Sets
    • Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
      Developer Comment:
      Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.
    • Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.

    What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....

    @Apache_Kid
    There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.

    I've only ever seen this issue in Cyrodiil, and I was only there for the dailies with a friend on one day in the anniversary event recently.
    I'm pretty sure it's all to do with lag, ping not fps, and a little bit of performance issues that also showed in my fps dropping severely, as that was when this happened.
    I don't see this ever solo while my connection is good or in normal dungeons. I haven't done any trials to find out there.

    I would not be surprised if the fixes to improve performance in cyrodiil helped this if one of the offending passives running too many checks was a destruction staff passive. You should test and see.

    @Mystrius_Archaion

    Its not lag, I'm on a 1 gig wired connect on both xbox one and PC
    I don't know what the issue is but I can confirm its not lag as it'll happen solo, in groups, dungeons, out in the world, trials, etc

    *I don't PvP much if at all since Morrowind
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • AmericanSpy
    AmericanSpy
    ✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)
    Edited by AmericanSpy on April 17, 2018 3:13PM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Apache_Kid wrote: »
    Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:

    Combat Balance
    General
    • Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.

    Templar
    • Dawn's Wrath
      • Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).

    Warden
    • Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.

    Guild
    • Fighters Guild
      • Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.

    Combat Fixes & Improvements
    General
    • Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.

    Weapons
    • Restoration Staff
      • Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.

    Itemization Balance
    Item Sets
    • Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
      Developer Comment:
      Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.
    • Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.

    What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....

    @Apache_Kid
    There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.

    I've only ever seen this issue in Cyrodiil, and I was only there for the dailies with a friend on one day in the anniversary event recently.
    I'm pretty sure it's all to do with lag, ping not fps, and a little bit of performance issues that also showed in my fps dropping severely, as that was when this happened.
    I don't see this ever solo while my connection is good or in normal dungeons. I haven't done any trials to find out there.

    I would not be surprised if the fixes to improve performance in cyrodiil helped this if one of the offending passives running too many checks was a destruction staff passive. You should test and see.

    @Mystrius_Archaion

    Its not lag, I'm on a 1 gig wired connect on both xbox one and PC
    I don't know what the issue is but I can confirm its not lag as it'll happen solo, in groups, dungeons, out in the world, trials, etc

    *I don't PvP much if at all since Morrowind

    LOL
    I always find this funny.

    1) The ZOS server connection is the majority of this lag. Sorry, but you connection can't fix that.

    2) The faster your internet the more vulnerable you are to packet loss actually. It also behaves a lot like FPS drops in that most people, studies have shown, will not notice a drop in fps less than 15 fps and this becomes more pronounced with higher fps rates.


    As personal experience goes, I've played on old slow internet on games for ages and only in the last 5 years or so have I actually gotten 10mbps internet. My first experiences were the MMO City of Heroes and then World of Warcraft on a 256kbps connection with actual download speeds more like 120kbps. That was slow, but WoW was steady for the most part. They coded it well so if I had 1000ms ping, yes 1 second before anything I did happened, then I could time my abilities so I was playing smooth as if not lagging.
    I currently play either on my home net, wireless to tower, 10mbps or on my cellphone unlimited mobile hotspot usually at 5mbps. Both are similar architecture, but I notice more lag on the 10mbps because it is more susceptible to it.

    It's also quite funny how Windows and browsers time out a lot sooner when they don't get a website up as fast as expected on a faster connection. They jump the gun and then load the page after telling you there is a problem.


    Long story short, you can still have lag affect your high performance connection. It will even be more perceptible often than a much slower connection. It is simply a matter of things not coming in the expected order to either end. This often results in "rubber-banding" but not always.

    The most common example of lag I always see in the game even when my connection is good is when I send a chat message and then another, but the second one shows up in my chat box first as the first received by everyone who can see it. That should never happen if the client side actually held subsequent chat messages until the first went through, like it should.
    If you see that, then you're still susceptible to the same lag I am.


    Edit:
    Also, ping, the cause of lag, is actually completely separate from the capped download speed of your internet connection.
    For example, I could get probably a 20mbps internet connection here versus my 10mbps, which would be great. That internet would be satellite though which has a ping closer to 2000ms than my current 150ms or so. That's because of the time the data takes to go up to a satellite and back and also any other distance along the way.
    So, 1gbps download doesn't mean "no lag". It just means you can download the patches faster than me.
    Edited by Mystrius_Archaion on April 17, 2018 3:40PM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)

    That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.

    It's an ultimate for soloing or dps and dps "are a dime a dozen".
    No changes will ever change that unless they completely change werewolf to something you probably won't like.
  • AmericanSpy
    AmericanSpy
    ✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)

    That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.

    It's an ultimate for soloing or dps and dps "are a dime a dozen".
    No changes will ever change that unless they completely change werewolf to something you probably won't like.

    You have seen the light. It needs a rework. Hircine welcomes you to the hunt!

    Also don't presume to know what I like and don't (it's just not polite)
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)

    That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.

    It's an ultimate for soloing or dps and dps "are a dime a dozen".
    No changes will ever change that unless they completely change werewolf to something you probably won't like.

    You have seen the light. It needs a rework. Hircine welcomes you to the hunt!

    Also don't presume to know what I like and don't (it's just not polite)

    Okay Mr Argumentative. I said "probably won't like".
    That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.

    And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.
  • Checkmath
    Checkmath
    ✭✭✭✭✭
    pretty much nothing new beside from that, what the playtesters already announced.
    but for the balance of the game: when will the representatives be announced, when will they start their work and when will we see some more balance changes?
  • usmguy1234
    usmguy1234
    ✭✭✭✭✭
    Pvp related question: It states that logging off will clear you from the credit list. That being said if you crash while taking over or defending a keep, will you lose credit? Honestly, that is one of the biggest disappointments in pvp is crashing after a prolonged fight and missing a 20k ap tick.
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
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    Apache_Kid wrote: »
    Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:

    Combat Balance
    General
    • Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.

    Templar
    • Dawn's Wrath
      • Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).

    Warden
    • Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.

    Guild
    • Fighters Guild
      • Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.

    Combat Fixes & Improvements
    General
    • Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.

    Weapons
    • Restoration Staff
      • Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.

    Itemization Balance
    Item Sets
    • Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
      Developer Comment:
      Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.
    • Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.

    What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....

    @Apache_Kid
    There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.

    I've only ever seen this issue in Cyrodiil, and I was only there for the dailies with a friend on one day in the anniversary event recently.
    I'm pretty sure it's all to do with lag, ping not fps, and a little bit of performance issues that also showed in my fps dropping severely, as that was when this happened.
    I don't see this ever solo while my connection is good or in normal dungeons. I haven't done any trials to find out there.

    I would not be surprised if the fixes to improve performance in cyrodiil helped this if one of the offending passives running too many checks was a destruction staff passive. You should test and see.

    @Mystrius_Archaion

    Its not lag, I'm on a 1 gig wired connect on both xbox one and PC
    I don't know what the issue is but I can confirm its not lag as it'll happen solo, in groups, dungeons, out in the world, trials, etc

    *I don't PvP much if at all since Morrowind

    LOL
    I always find this funny.

    1) The ZOS server connection is the majority of this lag. Sorry, but you connection can't fix that.

    2) The faster your internet the more vulnerable you are to packet loss actually. It also behaves a lot like FPS drops in that most people, studies have shown, will not notice a drop in fps less than 15 fps and this becomes more pronounced with higher fps rates.


    As personal experience goes, I've played on old slow internet on games for ages and only in the last 5 years or so have I actually gotten 10mbps internet. My first experiences were the MMO City of Heroes and then World of Warcraft on a 256kbps connection with actual download speeds more like 120kbps. That was slow, but WoW was steady for the most part. They coded it well so if I had 1000ms ping, yes 1 second before anything I did happened, then I could time my abilities so I was playing smooth as if not lagging.
    I currently play either on my home net, wireless to tower, 10mbps or on my cellphone unlimited mobile hotspot usually at 5mbps. Both are similar architecture, but I notice more lag on the 10mbps because it is more susceptible to it.

    It's also quite funny how Windows and browsers time out a lot sooner when they don't get a website up as fast as expected on a faster connection. They jump the gun and then load the page after telling you there is a problem.


    Long story short, you can still have lag affect your high performance connection. It will even be more perceptible often than a much slower connection. It is simply a matter of things not coming in the expected order to either end. This often results in "rubber-banding" but not always.

    The most common example of lag I always see in the game even when my connection is good is when I send a chat message and then another, but the second one shows up in my chat box first as the first received by everyone who can see it. That should never happen if the client side actually held subsequent chat messages until the first went through, like it should.
    If you see that, then you're still susceptible to the same lag I am.

    Thanks for the details

    I think our experiences differ as since WoW, I've never been on a connection slower than 50Mbs but since ESO, never slower than 300-500Mbps. The context of the rejuv staff seem to be related more to the changes from weapon animations made months and a year ago.

    I'm not certain lag is the main culprit but either way, just confirming whether on xbox one, XBox One S, Xbox One X consoles or PC using i7 8700k and a Samsung SSD and GeForce 1060 (6gb) card the experience is exactly the same.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • pzschrek
    pzschrek
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    olsborg wrote: »
    Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno

    You don't. You stack them both on a rapids spammer raid build.
    “The enemy is anybody who's going to get you killed, no matter which side he is on.”
  • lonewolf26
    lonewolf26
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    I noticed that on pts, while in third person and Mechanical Acuity procs I see a blue glow surrounding the edges of my screen. This doesn't happen on live. Was this an intentional change?
    Edited by lonewolf26 on April 17, 2018 3:56PM
  • BaylorCorvette
    BaylorCorvette
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    Happy to see the earthgore change.
    Supreme Leader Corvette - StamSorc
    Founder of Dominion Special Forces
    YouTube - ESO & Automotive Racing
    DC Zerg Busting
  • Lord_Eomer
    Lord_Eomer
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    ✭✭
    "Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%."

    Either gives 4% Reduction to group as like Worm Set or gives 8% reduction to player as like Seducer Set
    Edited by Lord_Eomer on April 17, 2018 4:25PM
  • Starlight_Knight
    Starlight_Knight
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    Warden
    Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.

    WHAT IS THIS MADNESS !! so magdens are loosing timed burst as well as the only CC ???? :s
  • NegativeVibes
    NegativeVibes
    ✭✭✭
    GC0 wrote: »
    Would've liked to see some bleeding nerfing which is extremely powerful in PvP and some more stamplar love. But okay, it looks pretty good so far and nothing unnecessarily ridiculous.

    Why stamplars though? Stam sorc and dk could use a little bit of recognition if anything
  • AmericanSpy
    AmericanSpy
    ✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)

    That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.

    It's an ultimate for soloing or dps and dps "are a dime a dozen".
    No changes will ever change that unless they completely change werewolf to something you probably won't like.

    You have seen the light. It needs a rework. Hircine welcomes you to the hunt!

    Also don't presume to know what I like and don't (it's just not polite)

    Okay Mr Argumentative. I said "probably won't like".
    That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.

    And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.

    As you put it, it's already useless in groups, so they can't possibly remove it.

    It must be reworked. Why? Because people who actually play it agree. We want something more. We want to be viable. In it's current state, it is not end game viable. This results in requiring a rework.

    I'm not saying it must be made BIS, but groups shouldn't shy away from it(or any other class/skill line the game has to offer). This is the current state and good WW builds and players are being ignored and discriminated against. WW builds cannot compete in their current state.

    ZOS has made countless adjustments to the classes both on Stam and mag side to attempt balance. Vampire and WW have received little in comparison and have become relegated to bonus passive skill lines(this is not what they we're intended for)
  • Sandman929
    Sandman929
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    ✭✭✭✭✭
    Is it worth saying that you're actually making Earthgore even a little bit better? With 5-6 of them in a raid, now doing great healing for 6 seconds rather than exceptional healing for 3 seconds....maybe it's time to take a look at why all the other healing focused Undaunted sets suck rather than keep tweaking this one
  • Sandman929
    Sandman929
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    ✭✭✭✭✭
    I mean, if anything, currently I'd say Earthgore overheals most situations, now that you're spreading it out to 6 seconds it's very near perfect IMO.
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)

    That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.

    It's an ultimate for soloing or dps and dps "are a dime a dozen".
    No changes will ever change that unless they completely change werewolf to something you probably won't like.

    You have seen the light. It needs a rework. Hircine welcomes you to the hunt!

    Also don't presume to know what I like and don't (it's just not polite)

    Okay Mr Argumentative. I said "probably won't like".
    That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.

    And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.

    As you put it, it's already useless in groups, so they can't possibly remove it.

    It must be reworked. Why? Because people who actually play it agree. We want something more. We want to be viable. In it's current state, it is not end game viable. This results in requiring a rework.

    Nope.
    It's not the only thing that isn't endgame viable.

    For example....the new skill in Psijic Order called "Time Stop" is a stun. Stuns are not usable against bosses or even enemies as weak as trolls, because they are not the weakest enemies.
    That skill is completely not endgame viable as anything it could affect is easier dealt with by just DPSing it down.
    That skill was designed that way.

    And they definitely could remove the werewolf ability to be useful in any endgame content even as dps, which it currently is useful as dps if you build it right. Just check youtube for build videos.



    By the way, post this in the other forums. This is off topic here as werewolf isn't seeing any changes intentionally affecting just werewolf in this PTS build.
  • Capt_Morgan
    Capt_Morgan
    ✭✭✭
    Apache_Kid 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...

    But anyone can complete this content. It isn't inherently impossible. You know how you complete it. PRACTICE... THAT, is the difference between you and the "elitist" players. Practice. Not skill, not talent, not God's great gift. It is practice and dedication to achieving something. Some people are old fashioned in that they like working towards something, progressing, growing themselves and their characters. ANYONE can complete this content with the right amount of dedication and truth be told it was just as difficult for those who have it on farm now there first time, as it was for you your first time. But rather than balking and crying to the forums they buckled down and grinded it out. Learning the mechanics and systems put in place by the devs until they could successfully complete it. And I'm sorry but the game should reward dedication to it. Just as farming gets gold for mats, trading make money off dealing and wheeling, questing gives achievements and titles, pvp gets renown and leader boards as well as pvp centric sets, thus should dungeons and arenas put in place to test your competence in combat reward your effort with combat centric drops in a tight association of the greater the test the greater the reward.

    I don't see how that is so hard to grasp?
    MagBlade main since early Access. Long live the warlock.
    PC/NA
    @CAPT_Morgan
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    Vampire and WW have received little in comparison and have become relegated to bonus passive skill lines(this is not what they we're intended for)
    How do you know?

    They sure seem like bonus not necessary skill lines to me. In fact, they have downsides of being more vulnerable to certain other skills and damage as well as being limited in skill use for the werewolf.
    They're meant to have their niche but be easily ignored by players who do not want to be pale-skinned-red-eyed undead or hairy-man-beasts.

    Most things in this game are optional. Some, like werewolf and vampire, are even less than optimal in many situations, but they have their place.
    At least they're not like trying to use stamina abilities while focusing on magicka gear and wielding nothing but ice staves. Count yourself lucky.
  • AmericanSpy
    AmericanSpy
    ✭✭✭
    Qbiken wrote: »
    usmcjdking 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.

    The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.

    WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.

    Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"

    Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.

    FYI, Werewolf is not a class. It's a skill line that is an option, like Overload for Sorcerers but different.
    You have other options and it should be used as an ultimate as intended, not a permanent mode.

    Nobody will ever ask for a werewolf in the group for the simple fact that it is one ultimate that doesn't do anything that another skill line doesn't do. It's just increased self survivability and damage. So it's like a selfish ultimate and thus not a group ultimate.

    Nobody cares about definitions. I understand WW is a skill line. That is not the point of the argument and just petty for you to bring up.

    It can't be compared to overload on Sorcs because it doesn't act like overload for sorcs. It has a separate ultimate bar...end of comparison.

    So your argument is that it's a unique niche build that isn't unique and it has no usable features for group content(aka 99% of end game content)? Hmm sounds like it could use some rework to me!(which has been the point from the beginning)

    That's why groups never ask for werewolves. It's not a class and not anything special. There is no group utility, not even any solo utility. You just do more damage and have more defense. That's it.

    It's an ultimate for soloing or dps and dps "are a dime a dozen".
    No changes will ever change that unless they completely change werewolf to something you probably won't like.

    You have seen the light. It needs a rework. Hircine welcomes you to the hunt!

    Also don't presume to know what I like and don't (it's just not polite)

    Okay Mr Argumentative. I said "probably won't like".
    That happens to be because they don't know what you want anymore than I do and thus are likely to do something like maybe even remove any chance of werewolf ultimate being useful in groups for dps even.

    And no, werewolf doesn't need a rework. It does what it is designed to do well enough. It does higher melee dps without getting you killed instantly.

    As you put it, it's already useless in groups, so they can't possibly remove it.

    It must be reworked. Why? Because people who actually play it agree. We want something more. We want to be viable. In it's current state, it is not end game viable. This results in requiring a rework.

    Nope.
    It's not the only thing that isn't endgame viable.

    For example....the new skill in Psijic Order called "Time Stop" is a stun. Stuns are not usable against bosses or even enemies as weak as trolls, because they are not the weakest enemies.
    That skill is completely not endgame viable as anything it could affect is easier dealt with by just DPSing it down.
    That skill was designed that way.

    And they definitely could remove the werewolf ability to be useful in any endgame content even as dps, which it currently is useful as dps if you build it right. Just check youtube for build videos.



    By the way, post this in the other forums. This is off topic here as werewolf isn't seeing any changes intentionally affecting just werewolf in this PTS build.

    Your wrong, what my comments originally related to before you tried to "correct me" was the "fix" to claws of anguish and the additional changes to LA/HA. Both mentioned specifically in the Patch Notes. Feel free to stop quoting me any time.
  • AmericanSpy
    AmericanSpy
    ✭✭✭
    Vampire and WW have received little in comparison and have become relegated to bonus passive skill lines(this is not what they we're intended for)
    How do you know?

    They sure seem like bonus not necessary skill lines to me. In fact, they have downsides of being more vulnerable to certain other skills and damage as well as being limited in skill use for the werewolf.
    They're meant to have their niche but be easily ignored by players who do not want to be pale-skinned-red-eyed undead or hairy-man-beasts.

    Most things in this game are optional. Some, like werewolf and vampire, are even less than optimal in many situations, but they have their place.
    At least they're not like trying to use stamina abilities while focusing on magicka gear and wielding nothing but ice staves. Count yourself lucky.

    How do I know they have received little attention? I've been an active WW player since Beta.

    The downsides are out wayed by the positives. The majority of end game mag players use Vamp specifically for it's passive bonuses. Yet you don't see them raving about any Vamp SKILLS being top of the DPS charts.

    Your all over the place looking for defendable positions. Lecturing me on "stay on topic" and your bringing up RP concerns about Vamp and ww appearance.

    Feel free to take your argument here https://forums.elderscrollsonline.com/en/discussion/407303/pts-update-18-unofficial-feedback-thread-for-werewolf-balance-qol#latest
    Edited by AmericanSpy on April 17, 2018 8:50PM
  • ak_pvp
    ak_pvp
    ✭✭✭✭✭
    ✭✭✭
    Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:

    Combat Balance
    General
    • Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.

    Templar
    • Dawn's Wrath
      • Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).

    Warden
    • Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.

    Guild
    • Fighters Guild
      • Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.

    Combat Fixes & Improvements
    General
    • Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.

    Weapons
    • Restoration Staff
      • Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.

    Itemization Balance
    Item Sets
    • Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
      Developer Comment:
      Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.
    • Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.

    Fancy giving whip something to make up for the fact it can be dodged? You know, since it has a 3 GCD telegraph. I vote make it undodgable, so its worth running with talons and not instadodged.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • SteinAsle
    SteinAsle
    Eidetic Memory - only 1 book fixed???

    Orders to Halskar Military Orders and Reports Blindsided Fort Morvunskar, Eastmarch; cannot locate post-quest location
    Information Request from Emeric Military Orders and Reports Location outside of DC base?
    Updated Instructions from Dortene Military Orders and Reports Location outside of DC base?

    Guess I'll be missing these until nex DLC at least :smile:
    Edited by SteinAsle on April 17, 2018 6:53PM
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