Maintenance for the week of September 22:
· [COMPLETE] NA megaservers for maintenance – September 22, 4:00AM EDT (8:00 UTC) - 10:00AM EDT (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – September 22, 8:00 UTC (4:00AM EDT) - 14:00 UTC (10:00AM EDT)
The maintenance is complete, and the PTS is now back online and patch 11.2.1 is available.

PTS Patch Notes v4.0.3

  • Tasear
    Tasear
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    Thanks for sound change on guidance set. That's an excellent save! I imagine would of gotten very annoying come live.

    Mend wounds looks way note interesting now!

    I hope plusar and vestment set ground effects where looked at.

  • starkerealm
    starkerealm
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    Mantle of Siroria: Updated the visual effects of this item set.

    But the old visuals were ****ing awesome. :(

    Though, seriously, whoever came up with the new set bonuses for the Cloudrest sets deserves a beer from Rich's horde. They're really interesting.
    Edited by starkerealm on May 7, 2018 8:22PM
  • mb10
    mb10
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    LOL Week 4, NO combat updates
  • Feric51
    Feric51
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    So the Pythagorean stuff that drops from fishing... is it only available to fishing nodes on Summerset, or will it be all nodes across Tamriel?
    Feric51
    Xbox NA

    Darkness Falls: The Crusade survivor (you young kids will never know the struggle of text-based games)


  • J18696
    J18696
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    This current pts cycle is a joke we got no class balance at all you have no reason to play anything but a nightblade or a warden because they are generally better for cyro and group in pvp you gave us a worse version of reflective plate that removes snares and gets instantly snared because it has no immunity nightblades still get a dmg buff on incap everyone else got their dmg buff nerfed to crap because it only affects light attacks now what's the point of having a test server if you dont put anything people want in to test
    Edited by J18696 on May 7, 2018 9:10PM
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • redspecter23
    redspecter23
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    Feric51 wrote: »
    So the Pythagorean stuff that drops from fishing... is it only available to fishing nodes on Summerset, or will it be all nodes across Tamriel?

    It says Summerset so I'd imagine they mean just Summerset. I plan on fishing for the achievement on my main and hopefully getting a few pages along the way. I can't imagine fishing there just for the motif pages, but it may depend on how rare they end up being.
  • kts
    kts
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    Please remove sound effect/animation on the infalliable aether set like you've done with jorvulds guidance
  • Masel
    Masel
    Class Representative
    Masel92 wrote: »
    Darkdex wrote: »
    Well, bloodthirst is now useless, it is OVERNERFED, a 15% damage increase would be balanced from my perspective. Please reconsider this change @ZOS_GinaBruno

    Well it outperformed other traits by a lot, so 10% is fairly in line. With three bloodthirsty you will now get 7.5% more damage overall, which is multiplicative with all other damage.

    No other trait would offer you a flat 11.25% damage increase on three jewellery, using the 15% per item you suggested. All builds that were published until now used bloodthirsty because it outperformed the rest by a mile. Now it will be slightly ahead, but it is a tradeoff because resources have more utility.

    No this is not how it works. You are saying that 25% of the time you get 10% more damage, but enemies are not in execute range for 25% of the fight. Since group damage increases significantly during the execute phase, the last 25% of boss health only makes up around 15% of fight duration. Using magblade as an example, Impale does more than double the damage of Funnel Health.

    With this in mind, 3 pieces of Bloodthirsty only average 10% X 3 X 15% = 4.5% damage increase average. This is weaker than Infused, Arcane or Robust for damage. Additionally, the other traits help with healing and shields, Bloodthirsty does nothing for defense.

    The only situation Bloodthirsty looks good is solo on a class that does not have an execute, like MagDK. It is probably useful for cheesing a high dummy parse, but loses its effectiveness when grouped with others that have increased execute damage. It doesn't make sense that the "trials trait" becomes useless when doing content in a group.

    I'll agree that 20% bonus damage was too high, and it over performed compared to other traits. However, Bloodthirsty really should provide higher damage than other traits, considering its lack of defensive utility. 15% could be the right number, but 10% just means it should be avoided by all builds, and there is no point in adding it to the game.

    I don't agree with the reasoning that bloodthirsty becomes obsolete with more bloodthirsty... Execute phases are often the hardest phases where you need the highest damage. In progression raids, this trait will make many fights way easier (vHoF 4th and 5th, vAS+2 execute).


    Your math further assumes that overall damage in execute increases by 40%. That is not true and depends largely on the fight. If that were true I'd have 40k on stamblade until execute and then go up to 56k just by changing the spammable to killers blade and having a bit more damage from blade cloak and rending slashes.

    The major utility of bloodthirsty in pve is that it enables more damage on boss fights where you need high damage on execute, because that's what the trait is designed for. The trait did so much more damage than others, for me it was at least 2-3k on low parsing classes(magplar, stamsorc, stamplar) and more on high parsing classes (stamblade, stam dk, magblade).

    In PvP this will still not kill it. 30% on all dots and abilities against a target as soon as health drops below 25% is still very strong.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Lucky28
    Lucky28
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    J18696 wrote: »
    This current pts cycle is a joke we got no class balance at all you have no reason to play anything but a nightblade or a warden because they are generally better for cyro and group in pvp you gave us a worse version of reflective plate that removes snares and gets instantly snared because it has no immunity nightblades still get a dmg buff on incap everyone else got their dmg buff nerfed to crap because it only affects light attacks now what's the point of having a test server if you dont put anything people want in to test

    Apparently Wrobel wants combat to consist one DPS skills (the same skill on every build and class) and light attacks. such gloriously engaging gameplay, no?.

    seriously this game is getting really..... unfun to play.

    combat wise this is probably going to be the worst patch ever.
    Edited by Lucky28 on May 7, 2018 9:25PM
    Invictus
  • Smilesy
    Smilesy
    Soul Shriven
    I would appreciate a scale up to damage with templar abilities with the Aurora Spear skill line. I try my hardest to do some damage, but when a level 3 dragon night walks up and kills an enemy with 3 hits that takes me ~35 hits to kill I see a problem.
    Edited by Smilesy on May 7, 2018 9:23PM
  • FrancisCrawford
    FrancisCrawford
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    So safe to delete the PTS client I have from my HDD now? After that post I read in another thread, and these notes here, There is no longer seems there will by anything else that I was expecting to test, like those mysterious hints about additional Class ability alterations. This has been a little more than a disappointing wait and my excitement to be involved has been drained.

    Perhaps I shall begin a search for an Elder Scroll. I've heard whispers that possible plans for Class Ability changes are in there, and I'd at least like to take a peek.

    You do realize that people's actions can change the contents of an Elder Scroll?
  • jcaceresw
    jcaceresw
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    Feric51 wrote: »
    So the Pythagorean stuff that drops from fishing... is it only available to fishing nodes on Summerset, or will it be all nodes across Tamriel?

    Summerset only. And it will be still available through crown crates.
  • WrathOfInnos
    WrathOfInnos
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    Masel92 wrote: »
    Masel92 wrote: »
    Darkdex wrote: »
    Well, bloodthirst is now useless, it is OVERNERFED, a 15% damage increase would be balanced from my perspective. Please reconsider this change @ZOS_GinaBruno

    Well it outperformed other traits by a lot, so 10% is fairly in line. With three bloodthirsty you will now get 7.5% more damage overall, which is multiplicative with all other damage.

    No other trait would offer you a flat 11.25% damage increase on three jewellery, using the 15% per item you suggested. All builds that were published until now used bloodthirsty because it outperformed the rest by a mile. Now it will be slightly ahead, but it is a tradeoff because resources have more utility.

    No this is not how it works. You are saying that 25% of the time you get 10% more damage, but enemies are not in execute range for 25% of the fight. Since group damage increases significantly during the execute phase, the last 25% of boss health only makes up around 15% of fight duration. Using magblade as an example, Impale does more than double the damage of Funnel Health.

    With this in mind, 3 pieces of Bloodthirsty only average 10% X 3 X 15% = 4.5% damage increase average. This is weaker than Infused, Arcane or Robust for damage. Additionally, the other traits help with healing and shields, Bloodthirsty does nothing for defense.

    The only situation Bloodthirsty looks good is solo on a class that does not have an execute, like MagDK. It is probably useful for cheesing a high dummy parse, but loses its effectiveness when grouped with others that have increased execute damage. It doesn't make sense that the "trials trait" becomes useless when doing content in a group.

    I'll agree that 20% bonus damage was too high, and it over performed compared to other traits. However, Bloodthirsty really should provide higher damage than other traits, considering its lack of defensive utility. 15% could be the right number, but 10% just means it should be avoided by all builds, and there is no point in adding it to the game.

    I don't agree with the reasoning that bloodthirsty becomes obsolete with more bloodthirsty... Execute phases are often the hardest phases where you need the highest damage. In progression raids, this trait will make many fights way easier (vHoF 4th and 5th, vAS+2 execute).


    Your math further assumes that overall damage in execute increases by 40%. That is not true and depends largely on the fight. If that were true I'd have 40k on stamblade until execute and then go up to 56k just by changing the spammable to killers blade and having a bit more damage from blade cloak and rending slashes.

    The major utility of bloodthirsty in pve is that it enables more damage on boss fights where you need high damage on execute, because that's what the trait is designed for. The trait did so much more damage than others, for me it was at least 2-3k on low parsing classes(magplar, stamsorc, stamplar) and more on high parsing classes (stamblade, stam dk, magblade).

    In PvP this will still not kill it. 30% on all dots and abilities against a target as soon as health drops below 25% is still very strong.

    With the new Bloodthirsty, if all DPS used it I would guarantee that group DPS would increase by at least 30% in execute ;). Add in executes and I wouldn't be surprised to see a DPS increase over 50% for the last 25% of a boss's health. My 15% duration estimate was more of an observation from what I've seen in most fights.

    I'm open to more data, if any nightblades want to look at their combat logs and see at what time they started using their execute (since nightblades start executing at 25% health, same as bloodthirsty). Maybe it's 83% of the way the through a fight duration in seconds, maybe 87%, but I'm sure it is not 75% by the timer. And I'm comparing to live, if people start using Bloodhtirsty then this will shift more duration to pre-execute phase, since the execute portion will be even quicker.
  • Rodgerwilco1
    Rodgerwilco1
    Soul Shriven
    Yes! It's nice to see them fix a bug that you have reported (Even though I may not have been the only one to report it) The Golden Knight bug in the Lost In Translation quest was a complete show stopper. Makes me feel like I was doing my job. :-)

    Yes, you are welcome.... :-)
  • StopDropAndBear
    StopDropAndBear
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    jv01cjp1c1f3.jpg

    7h256xx7femo.png
    Quests
    • Meat for the Masses: Reduced the amount of meat required for this quest to 25. 
    • Reeking of Foul Play: You now only need to rescue two groups of prisoners, and the events will respawn faster. 
    • Scholarly Savage: Reduced the page count required to complete the secondary condition to 10.

    blessed patch note o:)
  • DuskMarine
    DuskMarine
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    Darkdex wrote: »
    Well, bloodthirst is now useless, it is OVERNERFED, a 15% damage increase would be balanced from my perspective. Please reconsider this change @ZOS_GinaBruno

    I agree. This nerf has killed my interest in this trait. At 20%, you could sacrifice three arcane jewel bonuses in exchange for turning Force Pulse (or any spammable) into an execute.

    At 10% per Bloodthirsty, the math doesn't work anymore... you still need to slot an execute.

    your not looking at how broken that was. at 20% times 3 thats an extra 60% damage on low health enemies. go into pvp with that as a nightblade get a guy down to low health and use your execute that was instantly killing people. not to mention jesus beam omfg jesus beam...........
  • TerraDewBerry
    TerraDewBerry
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    So no changes in the abysmal grind for jewelry mats? The raw pieces will keep at the same rate as refined armor tempers? Wow, just wow.

    Yup, that's what got me, too. After all the feedback from the forums regarding the availability of raw materials, the rate of refined materials, how grindy the craft was, and the request that they separate out the jewelery nodes from regular ore nodes... and after all that feedback.. what they "fix" are various sources for traits? I'm just speechless... I give up. Thanks, ZOS for listening to your player feedback from the forums. /sarcasm off
    Edited by TerraDewBerry on May 7, 2018 10:45PM
  • joaaocaampos
    joaaocaampos
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    Item Sets
    • Mantle of Siroria: Updated the visual effects of this item set.

    Is Minor Slayer there now? @ZOS_GinaBruno Or still with Spell Critical in the 3rd bonus?

    Look at this: https://youtu.be/-_Vxmix_uN8?t=9s
  • LadyLethalla
    LadyLethalla
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    And thanks SO much for the QoL improvements for console.

    x-TallyCat-x // PC EU DC - For the Covenant! // ESO Platinum trophy - 16th May 2017.
    Melbourne Australia - the land of Potato Internet.WTB ESO OCEANIC SERVER
  • Bowser
    Bowser
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    Would be nice to have Bloodthirsty kick in somewhere around 40-50% instead of 25% since they cut the damage bonus in half.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • JinMori
    JinMori
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    Also, one more thing, previously on the pts i had about 17450 health, now i have the same as live 17159, which is a bit strange, did you remove the 30 cp stats gain from the last patch?

  • RoyJade
    RoyJade
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    JinMori wrote: »
    Also, one more thing, previously on the pts i had about 17450 health, now i have the same as live 17159, which is a bit strange, did you remove the 30 cp stats gain from the last patch?

    There wasn't one to begin with. CP stat bonus stop at 300 cp, 100 for each color (20% bonus).
  • xaraan
    xaraan
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    Daus wrote: »
    And like that, Bloodthirsty is useless. Oh well

    Not surprised. Look at everything they've ever adjusted - I mean, there are several options between 10 and 20% ,yet they skipped over them all on their way to 10 lol. Maybe they will adjust again before live, but if not we can just put it in the pile of 'adjustments' they've made in the past where something went from OP to useless and was never seen again.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • xaraan
    xaraan
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    So no changes in the abysmal grind for jewelry mats? The raw pieces will keep at the same rate as refined armor tempers? Wow, just wow.

    That will probably happen in a year, once all the vets and such have grinded up the line and farmed the matts, they will then make the adjustments for the casuals and newer players to catch up easier.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Apherius wrote: »
    Crystal blast is so much more useful ! Wow, i can not wait to spam it while my twillight tormentor is doing 1K damage every 4 secondes ... and I will probably use the Charged atronach too, thank to the 70% increased health ! what a useful change. If i want to push 68K dps on dummy I will also need to use the Unstable wall of element

    Hum, I will probably use 7 invigorating on my armor, but i wonder which trait i should use for my jewelry ? Triune, protective or bloothirsty ?

    Now please excuse me,I have to choose which Impulse morph I'm going to use.

    This game is so well balanced.

    LOL this post is gold. Though I recognize they're doing a legit effort to try and buff the least used morphs.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • IARTOI
    IARTOI
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    As we predicted there are no balance changes. I really don't understand who decide the balances are not necessary. You are opening balance threads for each class and we players are telling you our suggestions and what needs to be fixed. But you do nothing. Maybe it is your marketing policy, not bringing the good balances cuz if you do it what else you will change in next dlcs and chapters.

    OK. Lets pass the balance changes. Why don't you fix recent bugs? In bug report forums many bugs have been reported with proofs but I see no fix for them. Especially with class skills.

    As ZoS you really should be more concerned with requests of players. Try to read all threads and response them as much as possible. Other way its like we are talking with "WALLS".

    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_EveP @ZOS_BillE @ZOS_GaryA
  • flintstone
    flintstone
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    Daus wrote: »
    And like that, Bloodthirsty is useless. Oh well

    Yep, I was going to use it on both rings but not now. Doubt I'll use it at all now unless they bump it up to 15%.
  • Vapirko
    Vapirko
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    Well that's it folks. Barring a very unusual, late PTS cycle balance update I think it's safe to say its going to be a possibly odd patch for PvP, or perhaps not much will change at all. Jewelry traits feel underwhelming as bloodthirsty will most likely no longer be worth it. But it prob would have been OP at 20%. There would have to have been more rules governing it like only necklaces can be crafted or something. That way you can have stronger traits but you can only use one.

    Still looking forward to the Cyro changes in terms of stronger guards, siege, and AP ticks, but even that won't stay fresh for very long unless it has some real unexpected impacts on gameplay. Still no faction lock for campaign duration. As far as changes go, I gotta say most of these were pretty simple and have been requested for years. Probably going to see some really OP mag builds and cancerous Zerg tactics with the Psijic line and new sets but beyond that I think its par for the course.
  • Masel
    Masel
    Class Representative
    [Edited to remove quote]

    [snip]

    Theres three scenarios, one being that all use regular traits, so the group damage will remain constant until execute and then increase due to the normal execute mechanics. Second is that all use full bloodthirsty. In this case, you own DPS will decline due to the shorter execute phase, but the group dps is the HIGHEST because the boss dies faster overall.

    Doesn't make sense to you? I can imagine. Last scenario is that only you use three bloodthirsty. In this case, your own DPS is higher, but the group will still be lower than a full group of bloodthirsty becasue the boss dies slower than before. Your thought of diminishing returns is true to a sense, but bloodthirsty still shortens the fight, which in turns leads to higher group dps. Let me show you a calculation that is accurate and applicable to a trial scenario, because we tested it in a group scenario on a centurion dummy:

    6azyy9E.jpg

    I'll let you figure it out yourself, if you think about it a second you should be able to get it.

    TL;DR: Bloodthirsty was stronger than arcane or robust even if the full group used it and still will be best for damage IN MANY SCENARIOS, especially in fights where the execute is the hardest part of a trial and you want it to end fast.

    Dont try and tell me that I should shut up, because this is how you get yourself burned fast. @JinMori

    @WrathOfInnos , could also be interesting for you to see :smile:

    EDIT: Corrected a minor error with group and own damage.
    Edited by ZOS_JesC on May 8, 2018 3:47PM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Teloria
    Teloria
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    I am new to the test server. I read the above patch notes. So, the North American server no longer has our characters and it takes us directly to the character creation screen. Does this mean we're done with the test server?
    ~it's all about the dragons~
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