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PTS Patch Notes v4.1.2

  • React
    React
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    Sharee wrote: »
    Liam12548 wrote: »
    Sharee wrote: »
    Liam12548 wrote: »
    Not to mention there are damage returning abilities such as reflects but primarily volatile armor, which can increase the uptime of the set for dragonknight sload users potentially further than what you'll get vs a dummy (obviously you can crank out the highest hits per sec on a dummy possible, but you did not do this in your parse and my citation of your dummy response was primarily directed at reflects/volatile, etc.)

    If you suggest it is possible to land more hits per second on a target in PvP who is defending himself (reflects, dodges, moves out of ground AOE, LOSing, CC-ing you, etc.etc.) than on a target dummy, then we'll just have to agree to disagree.

    You literally quoted me saying "obviously you can crank out the highest number of hits per second vs a dummy rather than a player" then asked if I am suggesting you can land the highest number of hits per second on a player rather than a dummy. Please re read my post. I said that a dragonknight using volatile can potentially create a higher number of hits per second than is possible vs a dummy.

    Yea, a dummy won't trigger volatile armor. A dummy also wont reflect your attacks, dodge them, LOS them, move out of them, stun you, etc, etc.

    If a dragonknight attacks a player who is doing nothing to defend himself(stands still just like the target dummy), and just attacks the dragonknight back to trigger his volatile armor, then it is possible for the DK to land more attacks per second than he could on a dummy.

    That's not what i call a pvp fight, however. That's just a player taking on the role of the dummy.

    The volatile can trigger more than once per second, so actually a player doing a full rotation of their damage abilities, applying dots, etc while the dragonknight applies his dots, deals his direct damage, weaves his light attacks, etc with volatile active would yield the highest number of hits per second. This scenario would realistically happen in a 1v1 fight.

    A 60% sload uptime in a 2.5 minute parse on a skeleton is not at all representative of a 1v1 pvp fight which can last anywhere from 5 seconds to 5 minutes onward, with the greatest amount of fights being under 30 seconds. In a fight that ends in 15 seconds, sloads proccing on cooldown just once will yield a higher uptime than 60%. If you proc sloads on a player and kill him during or by the end of that sload proc, the uptime was 100%. This "10% proc chance translates to 60% uptime" is nonsense when applied to pvp scenarios.

    Anyhow, I'm done responding to this.
    @ReactSlower - PC/NA - 2000+ CP
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  • Xsorus
    Xsorus
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    Before it’s all said and done; I bet sloads is no longer used and people still *** about how op sorcs and nightblades are *grin*.
  • Vesper_BR
    Vesper_BR
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    Another thing I remembered,

    Mag dks dps skills have so much different ranges...

    Making them the ardent skills (lava whip, searing strike and fiery breath) having 10m range equally will help the dps to be much more efficient in real fights.

    Pls don't always take dummy's and damage as only parameters for skills adjustments, some things like range have much influence in real DPS.

    You adjusted the nightblade execute for the same reason...

    Thanks
    @ZOS_GinaBruno @ZOS_GaryA
    Edited by Vesper_BR on July 23, 2018 10:36PM
    VESPER BR - MAGICKA DRAGONKNIGHT - GRAND OVERLORD + FLAWLESS CONQUEROR (1070 CP / 01-01-2018)
    XBOX ONE - NA - EBONHEART PACT BRASIL
  • Mystrius_Archaion
    Mystrius_Archaion
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    They really should adjust jewelry crafting upgrades down to 1 Chromium Plating for purple to gold; that would still be 20% more than every other durable craft like blacksmithing but actually reasonable.

    Honestly, I have no clue why they didn't reverse the numbers to requiring 4 terne, 3 iridium, 2 zircon and 1 chromium to fully upgrade as the more common ones we will have more of. It would make a lot more sense otherwise we'll have stacks and stacks of extra green and blue upgrade materials that go unused, maybe even purple too. The other crafts should also follow suit with this because they have that same problem.

    Oh well, they can just keep making mistakes and not really fixing them for a lot longer I guess.
  • Qbiken
    Qbiken
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    Peekachu99 wrote: »
    Qbiken wrote: »
    Avran_Sylt wrote: »
    So now the Tank-Killer set is a projectile. (Sloads)

    Assuming it inherits all the projectile traits, this means that it can also be reflected by the 'tank' class wings...

    @Peekachu99

    Play WW yourself. It's far from shambles. Besides, permawolf in BG's doesn't seem like a good design choice IMO. (Especially since it can be done when building full glass-cannon)

    I find the ability to stay in WW-form on PTS very similar (if not easier) compared to live. While Gilliam is a competent player, he could have done things better in that BG match on ESO live. Permawolf in battlegrounds is not an issue what so ever :)

    Show me a video of you doing this and I’ll believe you. You have weeks to come up with one, and that’s about what it will take for you to get lucky enough without being chain cc’d or having corpses disappear too fast to maintain form, consistently.
    Liam12548 wrote: »
    Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.

    While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.

    I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.

    Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.

    @ZOS_GinaBruno


    Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.

    If my PC + performance would allow me to record I would give you multiple videos. Prepare for potato quality videos ;)
  • _Salty_
    _Salty_
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    Not a single stamsorc change. Glad to see class rep system has had no effect on this game.
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • Oxalias
    Oxalias
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    Why isn't sloads blockable? :(
  • Mystrius_Archaion
    Mystrius_Archaion
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    JHartEllis wrote: »
    Omg! :')

    unknown.png

    I knew it had to have books considering the name. I'm glad I bugged that right away when I noticed and posted on the forums. I also see a couple other things I bugged were fixed, so that is good.

    I best go check the Colossal Aldmeri Grotto on PTS when I get the patch downloaded and see if they fixed the ceiling there that they unfixed from Summerset PTS.
    If not fixed though, the Colossal Aldmeri Grotto has 2 major bugs.
    1) The ceiling lost most of the rocks making it a cave like it should be. It's completely open to the sky for the majority of the area, sadly.
    2) This house has 3-4 suns. There is the normal sun and then there is some extra super bright spotlight from the north and another from the east-southeast. These need to be removed to correct the lighting that is much too bright in here during the day and night cycles. There are no shadows for trees or buildings or my character in this house because of the multiple suns. This house needs to look like Karnwasten public dungeon, cavey and relatively dark because it is a cave. This will also allow us some very atmospheric lighting fun in our builds. If anything, the only "artificial sun" in the place should come from the south directly out the cave mouth as if sunlight/moonlight are reflecting off the water to give a bit of a glow to the area near the water.
    Edited by Mystrius_Archaion on July 23, 2018 11:47PM
  • Mystrius_Archaion
    Mystrius_Archaion
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    Peekachu99 wrote: »
    Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.

    Actually, protections buffs should probably scale with max health. I would definitely like that so long as the end result was more powerful tanking than currently with a full max health build, because I would be sacrificing damage. This is from a pve perspective of course as I don't know how they would make it work with this impossible to balance pvp here.

    What can I say? I like to outlast the enemy even if it takes longer to take them down.
    Edited by Mystrius_Archaion on July 23, 2018 11:48PM
  • DCanadianBacon
    DCanadianBacon
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    mh2do5no05jh.jpg

    csrecf4lzeve.png
    General

    Sorcerer
    • Dark Magic
      • Rune Prison
        • Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.

    As a long time Mag Sorc main, this is not enough of a change to fix the issues with Rune Cage. Here is what I propose:

    -In addition to the 20% damage nerf and the above quoted change, reduce the stun time to 2.5 or 3 seconds, down from 5;

    -Make is so Rune Cage is able to be dodged, but still unblockable;

    -Reduce the range to either 20, 22, or 25 meters (do some testing), down from 28 (I think 22 is the sweet spot, but 20 would be fine as well);

    -And finally, please fix the buggy manner in which you CC break from this skill's stun, something about it isn't working right. Many players are unable to CC break it, or there's a delay before players have the ability to CC break it.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Finedaible wrote: »
    I'm glad jewelry crafting is still being looked at, and I'll be happy with any improvements we can get. However, I'd like to comment on:
    Jewelry Crafting
    • Added Jewelry Crafting materials to some Blacksmithing resource nodes.
      • You will occasionally find a single unit of Dust on a Blacksmithing node (or two units of Dust, if the Plentiful Harvest passive triggers).

    As I understood it from another developer post, this change was made to encourage players to stop skipping blacksmith nodes in their pursuit of Jewelry materials. However, I do not think this change will encourage players to stop skipping blacksmith nodes altogether. Stopping and using extra time to collect a blacksmith node which MAY have 1 dust when we could simply dash to the next jewelry node is very marginal, statistically speaking. As it stands now, it's still more efficient to go on a mad rush to collect only jewelry nodes to minimize the wasted time.

    For most of us people who just play normally and collect the most desirable things only when questing/leveling/whatever else, the change they made does nothing.
    I just ignore blacksmithing nodes most of the time because I have more than I will need of rubedite. I will stop for a jewelry node if I see one, but I am not farming anything on live right now.

    That's why jewelry nodes are so rare. We're not getting blacksmith nodes at all and barely even getting jewelry nodes while there are some farmers specifically only going for jewelry nodes.
    They are never ever going to solve this problem until they permanently either give jewelry its own nodes that are always jewelry materials and spawn like any other node or convert half the blacksmith nodes to jewelry nodes that can never again be blacksmith nodes at those spots.
    Trying to predict player behavior to make a random chance thing work out how you intend is ridiculously difficult to the point of impossibility. Just accept that people can and will ignore blacksmith nodes and plan accordingly.
  • Mystrius_Archaion
    Mystrius_Archaion
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    ezio45 wrote: »
    The "Alinor Bookshelf, Grand Full" furnishing is now actually filled with books, as intended.


    AW :( really wanted to make a shalidors library with this since so few bookshelfs are able to hold books and interact with them at the same time

    would it be possible to keep both versions?

    There are plenty of other bookshelves that are empty in game. You can use those, especially since they are shorter and able to be interacted with easier then. This one is super tall.
    Also, take a look at the picture somebody posted on page 2 here; it has space for your own books to be placed in the gaps between the already placed books.

    I have a friend who actually used the smaller bookshelves to place every book in game looking like a solidly filled library with no gaps between books and all of them were still readable. It was impressive and shows it is possible.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Hixtory wrote: »
    As for sload's, IT's BEEN SAID numerous times. DONT MAKE IT STACKABLE, in a 1 vs 1 situation this set is OK. The problem is when you are facing 2+ people with damage that CAN NOT be mitigated.

    JUST MAKE IT REFRESH THE DAMAGE, ZOS listen to the playerbase, it will be very viable to keep the DOT on a tanky player for the full fight, but in that scenario the target can at least react.

    Now facing 2+ players with this stacking is a death sentence

    Any damage stacked is a death sentence though.
    The most you can reduce damage by is 50%. That means you have 2 people using something against you and it is as if you are facing one person with zero mitigation. Add more people and you just melt always. That's why all the 1vXers are hugging rocks and trees and cliffs to try to reduce the actual amount of people they are facing exactly at once; they don't just face tank everything so that it is all at the same exact time.

    Also, you can't just make a 5 piece set bonus useless to a player because some other player is using the same bonus when you can't control what either player wants to use. That just angers your customers by giving them something to be used and then saying "nope, you can't use it because this other person wants to use it" as if it was just there to be a paperweight and actually nerf your effectiveness by making you nerf yourself.

    I'll say it again....
    PVP in ESO is supposed to be "Alliance vs Alliance"/XvX. They want you to get an equal sized group, or as close as possible to equal. Sloads is just fine in those situations.
  • Emma_Overload
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    Ankael07 wrote: »
    jaws343 wrote: »
    Rune Cage is pretty much reverted to pre summerset. So everyone can stop complaining about a skill that wasn't complained about for the 6 months prior.

    Not really. Old RC was dodgeable and it would break on the next direct damage.

    In crowded fights it basically meant free CC immunity for the enemy

    There was a (brief) period of time when Rune Cage had no damage, but functioned as a stun. You probably don't remember it because everyone was using Fire Reach, instead.
    #CAREBEARMASTERRACE
  • Mystrius_Archaion
    Mystrius_Archaion
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    NBrookus wrote: »
    baratron wrote: »
    I can also see this becoming the new Worms left on Alchemy node situation. People who don't have auto-loot on (e.g. because they don't have Crafting Bags) will take only the Dust from a Blacksmithing node rather than the metal as well. I am insufficiently knowledgeable about the game's code to know whether taking part of a node is any different to taking the full node in terms of how long it takes before the game refreshes the node, but this is something that the devs should consider.

    Once a node has been "touched" it respawns sooner.

    Which is likely 10 minutes, AKA a lifetime of waiting.
    There was a video in another thread somebody watched a Thieves Trove partially looted until it despawned. It was ridiculously slow.

    FYI, an Abyssal Geyser event respawns in just over 10 minutes. If you have waited for one of those or farmed somethign while waiting, you know how insanely annoyingly slow that is.

    They did not anticipate players leaving partial nodes and it was less of a problem before they made this crafting skill very vulnerable to it. They now need to acknowledge the problem and rework the respawn rates.
  • IAVITNI
    IAVITNI
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    Peekachu99 wrote: »
    Qbiken wrote: »
    Avran_Sylt wrote: »
    So now the Tank-Killer set is a projectile. (Sloads)

    Assuming it inherits all the projectile traits, this means that it can also be reflected by the 'tank' class wings...

    @Peekachu99

    Play WW yourself. It's far from shambles. Besides, permawolf in BG's doesn't seem like a good design choice IMO. (Especially since it can be done when building full glass-cannon)

    I find the ability to stay in WW-form on PTS very similar (if not easier) compared to live. While Gilliam is a competent player, he could have done things better in that BG match on ESO live. Permawolf in battlegrounds is not an issue what so ever :)

    Show me a video of you doing this and I’ll believe you. You have weeks to come up with one, and that’s about what it will take for you to get lucky enough without being chain cc’d or having corpses disappear too fast to maintain form, consistently.
    Liam12548 wrote: »
    Excellent changes to sloads and rune cage! This should help bring rune cage back down to par with other hard CC's, HOWEVER there is still the issue of the CC itself being buggy and often delayed/unbreakable. This should be evaluated during this pts cycle. Other than that I personally am satisfied with the changes to rune cage.

    While the sloads change certainly will help medium armor builds avoid it more frequently, it may not fully "balance" the set. Even with the first cycle of PTS notes removing the first tick as well as the ability to proc itself, it will still deal a relatively high amount of damage and will remain just as unavoidable as it was previously for a wide variety of builds. I'd recommend upping the cooldown slightly to reduce the uptime, perhaps a cooldown of 10 seconds instead of 6. This will allow for recovery time in between sloads procs, instead of it just being active 100% of the time in 1v1 encounters. Even with it being dodgeable, there is no way to predict and actively roll it's proc without counting down the exact cooldown and even then, this will be near impossible if outnumbered or under pressure.

    I'd also like to propose a skoria nerf; this set is one that hasn't been adjusted alongside the numerous other procs that had balance changes applied to them, and it is so powerful that stamina builds can afford to run it without sacrificing much at all. The damage should either be brought down, or the cooldown should be brought up. This is a set that is on my recap 4x as frequently as sloads, and is often hitting for nearly the same damage as a full duration sloads proc.

    Personally I think the best solution to proc sets would be to have them scale off of max stats like abilities do, so that they couldn't be used by cheesy, proc set reliant builds with terribly low stats (and tanks). They should reward building into damage with high damage, not allow it to anyone willing to slot the set. Obviously if this change was made, the base damage values would have to be evaluated for changes.

    @ZOS_GinaBruno


    Mostly terrible idea. “Let’s let the bursty NB/Sorc/Whatever benefit more from burst proc sets!” said no one ever aside from you. Dps and glass cannons are already rewarded in every other way by having their offensive/ defensive and healing abilities bolstered by their max stats. The only way this would work would be if Protection buffs, healing given/ received and armor buffs likewise scaled with Health as a max stat. But since most everyone in this game is laser focused on max dps, that would never happen.

    Well the assumption is that the base damage would be nerfed. The target nerf is for tanks running these sets to deal DPS equivalent to non tank builds.

    It would be very easy to say, halve the current damage and have them scale in such a way that at say 3k spell damage + 35k magicka the tooltips equal what they are on live now.

    For a lot of dps builds, this would actually be a slight nerf to them (PvP-wise)
  • tplink3r1
    tplink3r1
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    Why not just revert the tick rate of Radiant Destruction instead of increasing the execute damage?
    VR16 Templar
    VR3 Sorcerer
  • weedgenius
    weedgenius
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    mb10 wrote: »
    Aaaaand Magicka Wardens remain below par.

    Lol.
    Hutch679 wrote: »
    RIP magwarden. So young, so much potential...
    STILL NO MAG WARDEN CHANGES ?????????????????????????????????????????????????????????????????????????????
    Thanks for the enormous efforts and thought you have put into all those improvements for magicka wardens. You clearly understand how to balance classes and it is truly admirable how quick you were reacting on all those issues being brought up and explained by your community.

    Mindblowing performance, well deserved summer holiday! Will buy more crowns for sure just to express my gratitude for you guys caring so much!
    _Ahala_ wrote: »
    Magden... nuff said

    I also came to this thread hoping for glimmer of hope for this sorely neglected class. Hello.... is anyone out there?
    PS4 NA
    Better Homes & Gardens
  • Biro123
    Biro123
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    So with the new sloads, when it procs, if the projectile misses/is dodged, etc.. does that mean its on cooldown and won't proc for another 6 seconds?

    If so, that's quite a big nerf.
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
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  • IZZEFlameLash
    IZZEFlameLash
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    Avran_Sylt wrote: »
    So now the Tank-Killer set is a projectile. (Sloads)

    Assuming it inherits all the projectile traits, this means that it can also be reflected by the 'tank' class wings...

    @Peekachu99

    Play WW yourself. It's far from shambles. Besides, permawolf in BG's doesn't seem like a good design choice IMO. (Especially since it can be done when building full glass-cannon)

    Except that 'tank class' wasn't the actual one that got hurt the most by Sload's. Mainly 2 DPS classes were the ones hurting the most. 'It breaks my cloak :(' 'it goes through my shields' sounds familiar to you? Those are not 'tank class' complaints.
    Imperials, the one and true masters of all mortal races of Tamriel
  • Runefang
    Runefang
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    tplink3r1 wrote: »
    Why not just revert the tick rate of Radiant Destruction instead of increasing the execute damage?

    PvP I believe
  • mb10
    mb10
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    Make. Artic. Blast. Scale. Off. Max. Magicka. And. Spell. Damage.

    Make. It. Tick. Every. 1. Second.


    Really not that difficult or that much of a request...make mag dens have more dps options?
  • GarnetFire17
    GarnetFire17
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    They want to put in sloads to combat the DKs that are too tanky, then they are wanting to nerf the rune cage which will basicially make mag sorcs unviable because magicka builds don't have the stam to cc break and dodge, unless something is done to nerf stamblades there will be even more of them and they are already too rampant.
  • Rmmichael95
    Rmmichael95
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    Sorcerer
    Dark Magic
    Rune Prison
    Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.

    How many different ways can people say the damage isn't the problem?
    Masters of the Imperial Harem

    CP 660+

    50 Magicka Dunmer Dragon Knight
    50 Magicka Altmer Sorceror
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    50 Stamina Orc Dragon Knight
    50 Stamina Khajiit Night Blade
    50 Stamina Redguard Sorceror
    50 Argonian Sap Tank - retired
    50 Templar Hybrid Redguard Werewolf
    50 Magicka Altmer Proxy Night Blade
    50 Argonian Balzing Shield
    50 Stamina Bosmer Bow
    50 Warden Argonian Tank Heals
    50 Warden Hybrid Orc Werewolf
  • ADarklore
    ADarklore
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    Blobsky wrote: »
    Im confused... when is the class representative based changes? Apart from sloads (Still disastrous for mag builds) and rune cage (Damage from cage isnt the central issue, the sorc natural combo being undefendable with it is) I dont see any and this is the last "main changes.

    Incap change is ok, thoughi still think it will remain best ult in game.

    MagWarden still has zero and 99% of other issues are untouched

    In regards to bolded... they stated in ESO Live that it was too late to incorporate any of the class rep changes into this DLC as most of it was already in the works already. So expect rep changes to come in next DLC.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • ak_pvp
    ak_pvp
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    mh2do5no05jh.jpg

    csrecf4lzeve.png
    General

    Sorcerer
    • Dark Magic
      • Rune Prison
        • Rune Cage (morph): This ability now only deals damage if the stun lasts for its full duration.

    As a long time Mag Sorc main, this is not enough of a change to fix the issues with Rune Cage. Here is what I propose:

    -In addition to the 20% damage nerf and the above quoted change, reduce the stun time to 2.5 or 3 seconds, down from 5;

    -Make is so Rune Cage is able to be dodged, but still unblockable;

    -Reduce the range to either 20, 22, or 25 meters (do some testing), down from 28 (I think 22 is the sweet spot, but 20 would be fine as well);

    -And finally, please fix the buggy manner in which you CC break from this skill's stun, something about it isn't working right. Many players are unable to CC break it, or there's a delay before players have the ability to CC break it.

    Nope. Either both or neither.

    Block builds still have to deal with all the attacks hitting, even if damage is mitigated. Block builds currently are weaker than roller builds (Heavy>med because sets, but for defense block<roll)
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • IZZEFlameLash
    IZZEFlameLash
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    ADarklore wrote: »
    Blobsky wrote: »
    Im confused... when is the class representative based changes? Apart from sloads (Still disastrous for mag builds) and rune cage (Damage from cage isnt the central issue, the sorc natural combo being undefendable with it is) I dont see any and this is the last "main changes.

    Incap change is ok, thoughi still think it will remain best ult in game.

    MagWarden still has zero and 99% of other issues are untouched

    In regards to bolded... they stated in ESO Live that it was too late to incorporate any of the class rep changes into this DLC as most of it was already in the works already. So expect rep changes to come in next DLC.

    Pretty sure next DLC, they will say the same stuff.
    They want to put in sloads to combat the DKs that are too tanky, then they are wanting to nerf the rune cage which will basicially make mag sorcs unviable because magicka builds don't have the stam to cc break and dodge, unless something is done to nerf stamblades there will be even more of them and they are already too rampant.

    Except, DK tanks in PvP don't really exist anymore due to the prevalence of defile sources and there are other classes that offer far more healing options than CB or GDB. There are Templar tanks and Warden tanks as they have better healing options but even they are a rarity because ZOS has done a good job at pretty much killing tanking in PvP. And tanks aren't really the ones hurt from Sload's but DPS builds are. Most complaints come from DPS builds.
    Imperials, the one and true masters of all mortal races of Tamriel
  • CurvedSwords123
    CurvedSwords123
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    Can Stamsorcs have some identity please? Give us a wind morph of overload or something. Also dark magic and summoner passives should be reworked.
    Edited by CurvedSwords123 on July 24, 2018 2:15AM
  • Finedaible
    Finedaible
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    Vesper_BR wrote: »
    Two most annoying things in eso:

    Ranged characters dominating in pve scenario and sorcs in battlegrounds...

    In Xbox NA the winning team is always the one with more sorceres... And the trial groups always asks only for mageblades as dps.
    Evento doing a 40k+ DPS with my magdk i cant afford to be a part of most trials groups cause ranged mechanics make meele classes to be a dps loss for The group.

    Pls @ZOS_GinaBruno let the developers notice this. The community is becoming discriminatory with meele classes and we as players, cannot play as we want.

    Don't forget the nerf to melee heavy attack range because ? reasons.
    Edited by Finedaible on July 24, 2018 2:48AM
  • MinarasLaure
    MinarasLaure
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    Lol.
    Jewellery crafting changes are the only good things this game has seen since the release of summerset.
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