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Anyone else like really hate this patch?

  • SimonBelmont
    SimonBelmont
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    Why don't tanks get Stam BACK when they block? Not per tick of dmg.. Just on the initial hit, and subsequent hits (if you haven't let off block) could have a cost which started off small and ramped up.

    Then again, why ANYTHING, when it comes to the Stam bar.

    For example: why does sprinting eat up Stam right from the get-go. Why not afford a window of time, based on your Stam attribute, before sprinting starts costing you?

    Quality of life has been lacking for Stam builds, for quite a while.. Not talking about dmg, necessarily. But pretty much every other aspect of Stam just ends up feeling like a slog.
    Edited by SimonBelmont on March 11, 2021 4:09PM
  • SimonBelmont
    SimonBelmont
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    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    Has nothing to do with range, it counts bleeds, phys., disease type etc.

    Okay. Thanks.

    So, does the attack which applies the effect count as the martial skill too, or just the secondary effect (bleed, poison, disease, etc).
  • Goregrinder
    Goregrinder
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    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    I tried various CP arrangements, for the purpose of tanking. I feel pretty confidant saying that tanks got screwed the hardest here. Even basic, easy-mode stuff starves you for Stam. It's totally ridiculous. And the damage output..? I know tanks aren't meant to be high on the DPS meters, but tank damage is crazy-low..

    What's the name of that dun with all the grappling, that looks like a desert-ish tomb..? My (random) party members managed to die on one of the poison waves on the Lich boss, and only I was alive to go around the ledges and kill off the adds up there. Hoooly crap... It was embarrassing how long it took! I had a 2h on the back-bar and even with the higher dmg 2h skills (though, sadly I didn't have executioner on my bar), I was wondering, "am I just missing the target? if so, HOW am I missing? the guy's RIGHT IN FRONT OF ME!!!"

    And on the issue of Stam recovery, I was just praying they'd gib the bosses before I ran out of Stam.. It's like, once combat starts, you can pretty much set a 45 sec timer (if that!) to let you know when your Stam will flat-line.
    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    Has nothing to do with range, it counts bleeds, phys., disease type etc.

    Okay. Thanks.

    So, does the attack which applies the effect count as the martial skill too, or just the secondary effect (bleed, poison, disease, etc).

    Any attack that's magical is a Magic attack. Anything that's not a Magic attack is Martial. Frost, Fire, Lightning damage are all magic attacks. Not all Melee attacks are Martial attacks, they are not interchangeable words. Templar's puncturing sweeps is a melee attack with 8 meter range, but it does Magic damage. Not a martial skill. Dizzy swing is a martial skill because it does physical damage, not magical damage. Someone bleeding is not magical. Someone poisoned is not magical. Someone hit by an ice shard that shot out of a staff suddenly is 100% magical.
  • Agenericname
    Agenericname
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    Neiska wrote: »
    I made a thread on Monday concerned about the tank changes myself. Especially seeing the Heavy Armor penalties. I still dislike them. And I still have more playing to do to test it, and there are things I genuinely dislike about the change. But after playing it a couple days, I'm not convinced of the total doom and glow quite yet.

    I respect your insight and thank you for sharing. But my CP is a mere 180. As I said, I am on the bottom rung. And tanking is so resourced starved its painful. I have just enough resources to block 2-3 times, and dodge once. A single Dodge takes roughly 1/4th of my stamina bar. Before, a heavy attack could refill 30-40% of my stamina. Now? I might get 10-20%.

    What this means is, even if I do absolutely nothing, but block and dodge and heavy attack. Nothing else whatsoever - no buffs, no debuffs, no absorbs, nothing, if the fight goes on long enough, I will become stamina starved. From that point, its a cascading failure in defenses until my demise.

    This has happened to me on dungeon bosses, this has happened to me on world bosses. This has happened to me when soloing as well.

    This is even while wearing 2 heavy armor healing sets - Leeching Plate, and Crimson. Even with all that free passive healing to boot, I still run out of resources, and I still die.

    And I was under the impression that I was quite well geared for my rather low CP level. I mean I even have my monster set as well, and I still experience a failure in defense, even if I do absolutely everything I can to manage stamina - potions, every skill morph to help reduce cost, CP points into cheaper blocks and dodges, everything, I will "still" run out. Its just a question of "how long."

    I have given thought to changing over to medium armor, but I only just finished completing my heavy armor sets with great difficulty and no small help from friends. Moreso, I am skeptical it would resolve matters or fix things.

    So, while you 800+ cp folks might not feel so bad, for those of us in the freshly 50 to 200 range, its resource starvation, and nothing you can do will help, aside from flat out not blocking or dodging and just eating the hit.

    Now apply that to solo play and it gets worse. Much, much, worse.

    Tanking is a little different in ESO than other MMOs. That can good and, but if youre not enjoying, do something else.

    For solo play I'd suggest swapping gear. Without any additional change simply changing my gear brings my weapon damage to just under 5500. Thats no offensive CP, tri stat tank food, and the attronarch mundus. My sets, while good sets, are not optimal for overland. Id be better off with a crafted set than AY in overland, but it works. This change made life easier on tanks in that regard. It does require an additional weapon line, which requires more skill points, but its not out of reach.

    For tanking, remember, if you have a frost staff equipped and the points in the destruction staff, it changes the resource used to magicka rather than stamina while on that bar. There are times it helps and times it wont. There can be a stigma to using staves on tanks, which I mostly ignore. My main tank is a warden, which utilizes the frost line. They are essentially an elemental mage. It makes my life easier to use one.

    In dungeons you will usually always have a better experience with guilds or friends. 1. The healer tends to give the tank a lot of resources, not just with orbs and/or shards, but their sets as well. Elemental drain is also a huge help. In PUGs you may not even have a healer much less one that it set up to help the tank. They can be a tremendous help. If you havent experienced just how much better it can be to run with a good healer, you should. 2. And this is mostly my opinion, tanking is the most fun in more difficult content. I really enjoy vet DLCs. While I can have PUG'd many times, I find the experience much more enjoyable with friends.
  • majulook
    majulook
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    Yes, I do not like this Patch....

    I Have 4 Healers / DPS's that I ran Dungeons and Trials (Normal and Vet) with I could change from Healer to DPS with at he most a Weapons and Skills swap. that does not function very well now as the CP for Damage and Healing buffs are more separated. requiring a lot more that the 1485 CP I have.

    Base on the increase in XP/CP gains I have seen with this patch, I figure the options are it will be:
    1. Just over a year of regular playing to get what i need to be able to play the same way.
    2. Grind for XP/CP for a few of months.
    3. Find something alternative to play.

    Not sure I want to undergo either of those options as:
    1. Is a long time to recover what i had.
    2. Is not at all fun and is very boring game play.
    3. Seriously looking at alternatives.

    How much XP/CP I can get in the next month, will probably be the deciding factor.





    Edited by majulook on March 11, 2021 5:53PM
    Si vis pacem, para bellum
  • Aertew
    Aertew
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    Yep, add me in this list. I was going to purchase a year of ESO+ for myself and a friend next month, but not now. Not ever. I'll vote with my wallet and ZOS can do without my money from now on.

    I have plenty of examples from this massive nerf fest, so I'll just post a couple of them.
    What was the reasoning behind slowing harvesting back down regardless of points spent? Being punished in an overhaul is a surefire way to guarantee loss of income.
    Why are all CP perks locked behind other perks? This Fallout style of spending points before you can spend points is ***.

    The spending points before u spend points is done in Skyrim. Also its generally done in alot of other games with skill trees
  • Aertew
    Aertew
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    echo2omega wrote: »
    Racial passives are in dire need or rebalancing....again.

    There are a LOT of skills (especially ones that proc on crit) that are in dire need of rebalancing. (because crit got nerfed so hard)

    There are a TON of gear sets that proc on crit that are now in dire need or rebalancing. (because crit got nerfed so hard)

    CP 2.0 is a substantial nerf to DPS. AND survivability. (1100CP)
    When you look deeper there really is not much "horizontal progression" either. For example: Melee dps are not going to "horizontally progress" into the healing or tanking slotables. And for the DPS slotables there are very clear winners and losers.

    The red tree is 1 dimensional and boring. Sorry, its BORING.


    and the green tree...

    - It is an absolute micromanagement nightmare.
    - I don't have an issue of the nodes in the tree.
    - I have a huge issue with what nodes you need to slot in order for them to be active.
    - Constantly swapping between a combat set up, a movement setup, a gathering set up and a crafting set up is just miserable. Just completely miserable. Didn't even mention fishing...or stealth...or chest farming...or...


    Also. The icing on the letdown cake:
    The armor penalties. There are just so many other, better, more elegant ways of handing armor bonuses (without penalties).

    The node slotting for CP was announced as a way to fix lag so the server wouldnt have to check for passives everytime you did something.
  • amm7sb14_ESO
    amm7sb14_ESO
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    Aertew wrote: »
    Yep, add me in this list. I was going to purchase a year of ESO+ for myself and a friend next month, but not now. Not ever. I'll vote with my wallet and ZOS can do without my money from now on.

    I have plenty of examples from this massive nerf fest, so I'll just post a couple of them.
    What was the reasoning behind slowing harvesting back down regardless of points spent? Being punished in an overhaul is a surefire way to guarantee loss of income.
    Why are all CP perks locked behind other perks? This Fallout style of spending points before you can spend points is ***.

    The spending points before u spend points is done in Skyrim. Also its generally done in alot of other games with skill trees

    Yes, but investing all of 1 level to get the point you need to proceed along a tree, is a lot different than needing anywhere from 30 CP levels to 225 CP levels to get enough points to unlock a skill
  • Earthewen
    Earthewen
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    I don't HATE all of it, but there are some parts that I do hate.
  • amm7sb14_ESO
    amm7sb14_ESO
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    Earthewen wrote: »
    I don't HATE all of it, but there are some parts that I do hate.

    Exactly my feelings. Some of it I quite like. But some of it I find to be really bad.
  • etchedpixels
    etchedpixels
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    Neiska wrote: »
    .

    So, while you 800+ cp folks might not feel so bad, for those of us in the freshly 50 to 200 range, its resource starvation, and nothing you can do will help, aside from flat out not blocking or dodging and just eating the hit.

    Now apply that to solo play and it gets worse. Much, much, worse.

    For tanking, remember, if you have a frost staff equipped and the points in the destruction staff, it changes the resource used to magicka rather than stamina while on that bar. There are times it helps and times it wont. There can be a stigma to using staves on tanks, which I mostly ignore. My main tank is a warden, which utilizes the frost line. They are essentially an elemental mage. It makes my life easier to use one.

    No something is totally hosed.

    With my 770 or so CP applied on EU level 50 I can tank happily. With a low level no CP I can tank happily.

    My 220 CP level 50 NA tank is completely useless despite being basically the same builds. Something drops off between low level and level 50 that the low CP simply doesn't make up for.

    Edited by etchedpixels on March 11, 2021 8:48PM
    Too many toons not enough time
  • Merlin13KAGL
    Merlin13KAGL
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    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    I tried various CP arrangements, for the purpose of tanking. I feel pretty confidant saying that tanks got screwed the hardest here. Even basic, easy-mode stuff starves you for Stam. It's totally ridiculous. And the damage output..? I know tanks aren't meant to be high on the DPS meters, but tank damage is crazy-low..

    What's the name of that dun with all the grappling, that looks like a desert-ish tomb..? My (random) party members managed to die on one of the poison waves on the Lich boss, and only I was alive to go around the ledges and kill off the adds up there. Hoooly crap... It was embarrassing how long it took! I had a 2h on the back-bar and even with the higher dmg 2h skills (though, sadly I didn't have executioner on my bar), I was wondering, "am I just missing the target? if so, HOW am I missing? the guy's RIGHT IN FRONT OF ME!!!"

    And on the issue of Stam recovery, I was just praying they'd gib the bosses before I ran out of Stam.. It's like, once combat starts, you can pretty much set a 45 sec timer (if that!) to let you know when your Stam will flat-line.
    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    Has nothing to do with range, it counts bleeds, phys., disease type etc.

    Okay. Thanks.

    So, does the attack which applies the effect count as the martial skill too, or just the secondary effect (bleed, poison, disease, etc).

    Any attack that's magical is a Magic attack. Anything that's not a Magic attack is Martial. Frost, Fire, Lightning damage are all magic attacks. Not all Melee attacks are Martial attacks, they are not interchangeable words. Templar's puncturing sweeps is a melee attack with 8 meter range, but it does Magic damage. Not a martial skill. Dizzy swing is a martial skill because it does physical damage, not magical damage. Someone bleeding is not magical. Someone poisoned is not magical. Someone hit by an ice shard that shot out of a staff suddenly is 100% magical.
    Yes & no.

    Attacks are generally split between Magical and Elemental and are countered by Spell Reistance on one side, and Physical, Disease, and Poison, and recently added Bleed, countered by Physical Resistance on the other side. Then there is Oblivion damage, which is in a category by itself and bypasses resistances entirely.

    The second set will usually fall under the Marital (Physical) category, the first under Magic. While this is usually the case, it's not always that way. Tooltips for skills, gear, enchants, and CP's are usually very specific and include (or exclude) all relevant types. Martial should generally be under the "Non-magical" and oblivion umbrella.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • remosito
    remosito
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    majulook wrote: »
    Yes, I do not like this Patch....

    I Have 4 Healers / DPS's that I ran Dungeons and Trials (Normal and Vet) with I could change from Healer to DPS with at he most a Weapons and Skills swap. that does not function very well now as the CP for Damage and Healing buffs are more separated. requiring a lot more that the 1485 CP I have.

    Base on the increase in XP/CP gains I have seen with this patch, I figure the options are it will be:
    1. Just over a year of regular playing to get what i need to be able to play the same way.
    2. Grind for XP/CP for a few of months.
    3. Find something alternative to play.

    Not sure I want to undergo either of those options as:
    1. Is a long time to recover what i had.
    2. Is not at all fun and is very boring game play.
    3. Seriously looking at alternatives.

    How much XP/CP I can get in the next month, will probably be the deciding factor.
    @majulook

    3b) find something else to play. in the meantime you just burn your enlightenment. With 4 chars and 100% ambrosias you only need to log in every 8 days. do 4 random dailies to burn the accumulated 3.2M enlightenment. log off.

    In a year you'll be 146M Xp further and CP 1824. With just 4 randoms every 8 days.

    Can always grind a week during double Xp events. Or do some writs. To make it less than a year. Or to get to higher CP in that year. Though at 1800 you'll hit the 50% penalty wall again...
    Edited by remosito on March 11, 2021 9:40PM
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • Ode2Order
    Ode2Order
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    I regret renewing my ESO+. All resistances are just, gone. A flat max hp buff doesn't help in end game. Last week we were able to get Fang Focused without much of a hassle, today we couldn't even clear vMOL on its own.
  • Uryel
    Uryel
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    I actually like that patch alot. First good thing to happen to the game in the past 2 years.

    It's a power up for those who didn't care aboout minmaxing to the extremes (which is the vast majority of the player base) while hindering power creep for the crazy "if it ain't the absolute best then it's absolute rubbish" crowd. It makes stealth viazble for anyone, should they want to, which allowed me to take my Bosmer out of retirement (although fixing their racial passive would have been proper), and genrally speaking, it's well thought out.

    There is room for improvement, for sure. But it's a good trend.

    And well, I'll be honest, I'm having some serious shadenfreude here with all the copypasta build users and other PvP whiners who cry about "theorycrafting" being ruined. Serves them right for praising the *** changes we've had for the past few years, now they have a taste of their own dung.
  • Neiska
    Neiska
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    @Agenericname - I do appreciate your feedback, but I wouldn't even call tanking here, "tanking". At least not anymore. In 90% of all activities a tank is at a handicap compared to other archetypes.

    Random dungeons - Tank's aren't needed, so people can pull 2 or 3 groups and fearlessly aoe them down so quickly they are under no threat at all. In other games such activities are risky at best. Here? Not so much. In that circumstance I would argue that the DD is effectively more of a tank than I am. They are durable enough, do far more damage, and hold more mobs. I could stand there and do nothing and likely no one would notice.

    Soloing - I would call it bad design to "require" an important role such as a tank to have to jump through hoops and require alternate sets of gear merely to do their overland and daily quests, when no one else is required to jump from dungeons to solo actions. For raids or trials perhaps, but I can only imagine the forum posts if all of a sudden DDs were required to use multiple sets of gear.

    If you ask me, squishies either do too much damage, or aren't squishy enough, if they can just AoE carelessly in 90% of the content. Why even have a tank archtype at all in that case? For the majority of the game, it wouldn't matter.

    From all my discussions and experiences thus far if you are a tank, then at low levels this was a boost. If you are high CP, its a little bit of a boost. But for anyone else - from a fresh 50 to mid level CP, it was a hit. Not as far as damage mitigation goes, but resources. Instead of being a defensive support role, I no longer can buff my group. Which possibly ZoS wants to make DD's have to take more of a role in, which I doubt it will be taken to quickly.

    My gameplay is now spam heavy attack, block, dodge, taunt. That's really about all my stamina will allow. There have been talks about tanks now being in medium armor, but that's honestly kind of dumb if that's what they were going for. Why would the heavy armor DDs be the only ones meant to use heavy armor, and the tanks medium armor? Not to mention all the best tanking sets are heavy armor too.

    I just feel forced to change to medium armor, and reduce any actual effective support to my group, aside from taking that single hit the boss does every 20 seconds no one else could survive. And my entire gameplay in all other activities are far behind everyone else for that single feature of taking that boss hit. Each to their own, but for me personally that is not why I rolled a tank. I do not want to merely spam heavy attack, block, dodge, and taunt, which is all I can do at my current CP. And I am not going to take the chance and claw my way up the hundreds of CPs to find out if it gets any better. I suspect it does around the 1k mark, but I simply wont fight tooth and nail to get there, when any DD can just easymode it to that level.

    But I do thank you for your words of encouragement. But this patch has greatly diminished any desire for me to continue tanking. Its simply too rough on the resources to do anything aside from basic tanking actions, and nothing else.

  • Sanctum74
    Sanctum74
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    Still waiting on console, but might re-sub due to the no proc changes, best change in years!
  • volkeswagon
    volkeswagon
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    ESO is bad at combat. Nerfing sets and skills because of PVP is poor management. Until they separate the two it will always tick peoole off.
    Edited by volkeswagon on March 12, 2021 3:11AM
  • remosito
    remosito
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    Sanctum74 wrote: »
    Still waiting on console, but might re-sub due to the no proc changes, best change in years!

    don't get yer hopes up.

    thought there was a zos post about how it didn't help server performance much. if it doesn't help with perf. doubt they'll keep it.
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • linoge63
    linoge63
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    I honestly just really don't want to play right now. I think of something I wanna do, then I hop on and remember they want me to commit 25% of my slotted green passives to regain the ability to harvest at normal speed and I get mad and log off. The whole thing is just a slap in the face.

    Edit-my bad---I didnt realize I had to move it up to the activation position
    Edited by linoge63 on March 12, 2021 3:42PM
  • xaraan
    xaraan
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    I'm mixed on the patch.

    I don't mind some of the combat changes, the rapids as a passive now is solid, the porting to outside of homes is nice, but I do think the armor changes were not well done and the CP rework is lacking.

    The CP rework needed more polish - there are too many passives that were made active. All non combat abilities should be passive IMO, it's pretty annoying feeling my character go from 810 usable CP to more than double that and get weaker in both combat and quality of life. The QoL stuff should still be there. IMO that's what higher CP should be about, more QoL type passives and not about getting stronger and stronger in combat.

    I don't know how many times I've stopped harvesting something on characters (besides my crafter who took the active) because my harvest time is no longer shorter like it was on every single character. Sure I could change the actives around, but doing it every time you decide to just stop by a node isn't possible (esp now that they destroyed that add on).

    And it's obvious the whole system was built around the blue tree. The only tree with drill down secondary constellations - which need to go away, if it's not consistent to all trees get rid of it. And some overflow to the red tree, but not the real defense - that's on the blue tree. Which was for power balancing sure, but poorly designed. They could have just scrapped the whole split your points into 3 ways and just had 10 active abilities to slot instead of 12 and let you slot them from anywhere. Then that would balance offense/defense regardless and allow the trees to be split better thematically. And it would have eliminated the problem of the green tree really only having two abilities that should be active ones (potion chance and food extension) and allow all the others in the green tree to be active (although some brainstorming would have been welcome to add a few new quality of life perks to the green tree than what we got at 'launch'). The green tree really felt like they were scraping to come up with things that should be active and ended up making things feel more inconvenient for all of us in doing so.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Porter_H
    Porter_H
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    Everything I enjoy seems to be broken.

    Need to farm CP from 888 to 1200 to be effective tanking vet content I guess.

    I can't quest at all on my tanks or healers now. I could swap one set of gear and a few skills and at least going into the open world wasn't horrible. Guess I'll respecc my 3 tanks and 2 healers to dps and not bother with dungeons for a while. Resetting CP and re-gearing completely isn't worth the headache now.

    My shealth darloc brae farming build seems to be broken too. Mobs are noticing me a lot more often. Stay in combat as much time as I spend farming.

    It never should have been a straight CP swap. It should have been based on experience gained.
  • Jaraal
    Jaraal
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    Porter_H wrote: »
    My shealth darloc brae farming build seems to be broken too. Mobs are noticing me a lot more often. Stay in combat as much time as I spend farming.

    I don't think it's your set. It seems the base stealth radius has been made smaller, although unannounced. I've noticed this on all my thieves, regardless of gear.

  • QuebraRegra
    QuebraRegra
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    ESO is bad at combat. Nerfing sets and skills because of PVP is poor management. Until they separate the two it will always tick peoole off.

    this is interesting from another lead developer in the industry:
    https://www.forbes.com/sites/paultassi/2021/03/12/destiny-2-is-now-absolutely-balancing-pvp-and-pve-separately/?sh=30df84997b0f
  • SimonBelmont
    SimonBelmont
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    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    I tried various CP arrangements, for the purpose of tanking. I feel pretty confidant saying that tanks got screwed the hardest here. Even basic, easy-mode stuff starves you for Stam. It's totally ridiculous. And the damage output..? I know tanks aren't meant to be high on the DPS meters, but tank damage is crazy-low..

    What's the name of that dun with all the grappling, that looks like a desert-ish tomb..? My (random) party members managed to die on one of the poison waves on the Lich boss, and only I was alive to go around the ledges and kill off the adds up there. Hoooly crap... It was embarrassing how long it took! I had a 2h on the back-bar and even with the higher dmg 2h skills (though, sadly I didn't have executioner on my bar), I was wondering, "am I just missing the target? if so, HOW am I missing? the guy's RIGHT IN FRONT OF ME!!!"

    And on the issue of Stam recovery, I was just praying they'd gib the bosses before I ran out of Stam.. It's like, once combat starts, you can pretty much set a 45 sec timer (if that!) to let you know when your Stam will flat-line.
    What the hell is a "Martial Skill"..? :o Is that just melee..? Are we too cool to use the word "melee"? :s

    Has nothing to do with range, it counts bleeds, phys., disease type etc.

    Okay. Thanks.

    So, does the attack which applies the effect count as the martial skill too, or just the secondary effect (bleed, poison, disease, etc).

    Any attack that's magical is a Magic attack. Anything that's not a Magic attack is Martial. Frost, Fire, Lightning damage are all magic attacks. Not all Melee attacks are Martial attacks, they are not interchangeable words. Templar's puncturing sweeps is a melee attack with 8 meter range, but it does Magic damage. Not a martial skill. Dizzy swing is a martial skill because it does physical damage, not magical damage. Someone bleeding is not magical. Someone poisoned is not magical. Someone hit by an ice shard that shot out of a staff suddenly is 100% magical.

    When the Templar's Puncturing Strikes is morphed to Biting Jabs, the damage it deals is Physical. So, I guess maybe which morph a person chooses could also determine whether or not an ability counts as Magicka or Physical?
  • jirusan
    jirusan
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    ESO is bad at combat. Nerfing sets and skills because of PVP is poor management. Until they separate the two it will always tick peoole off.

    this is interesting from another lead developer in the industry:
    https://www.forbes.com/sites/paultassi/2021/03/12/destiny-2-is-now-absolutely-balancing-pvp-and-pve-separately/?sh=30df84997b0f

    The other awesome feature of "that" other game is the account-wide triumphs (achievements). It allows players to enjoy all classes, exotics, while having the feeling that everything participates to their progression rather than stepping back each time, and the developers to steer the meta over time rather than trying to abolish it. So much more creativity and thought...
  • Jeremy
    Jeremy
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    I am so bitter yet again they forgot about healers in changes! Would it of hurt to look at sets and skills that relay on critical healing... like come on power surge is useless and I know few sets are going to hurt just the same now... hollowfang, combat physican



    Still what are you angry about?

    The CP changes were alright. But don't feel alone because I'm bitter as well. Disgusted actually. This game seems determined to make me quit it. Every time I create a PvP build I enjoy playing they destroy it in a later patch. My entire PvP strategy revolved around using health recovery in combination with Mist Form (since they made it to where I couldn't heal worth crap) and in one fell stroke they completely wipe me out. I do wonder what use health recovery has in battlegrounds now (no CP PvP). It may be time to retire my Templar as it seems unless you have a health-based heal you might as well hang it up trying to play a tank in No CP PvP these days. They dramatically change things so much it's to the point I don't even want to bother wasting my time and money investing in a play style anymore, because I know they're just going to kill it later and make it all for nothing. It's aggravating, and the developers of this game are way too cavalier about making sweeping changes to the gameplay. It's like they don't even care or consider the impact it has on the player base.

    Therefore I'm not going to tell you how I really feel about it, because if I did it would get banned from this thread/forum lickety-split. But let's just say I'm pretty pissed. [snip]

    [Edited to remove Bashing]
    Edited by ZOS_ConnorG on March 14, 2021 2:19PM
  • master_vanargand
    master_vanargand
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    I like this patch.
    This is the beginning to improve the game balance of PvP.
    This patch made Battlegrounds a lot of fun.
  • Jeremy
    Jeremy
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    I like this patch.
    This is the beginning to improve the game balance of PvP.
    This patch made Battlegrounds a lot of fun.


    Why? How?
  • Jeremy
    Jeremy
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    jirusan wrote: »
    ESO is bad at combat. Nerfing sets and skills because of PVP is poor management. Until they separate the two it will always tick peoole off.

    this is interesting from another lead developer in the industry:
    https://www.forbes.com/sites/paultassi/2021/03/12/destiny-2-is-now-absolutely-balancing-pvp-and-pve-separately/?sh=30df84997b0f

    The other awesome feature of "that" other game is the account-wide triumphs (achievements). It allows players to enjoy all classes, exotics, while having the feeling that everything participates to their progression rather than stepping back each time, and the developers to steer the meta over time rather than trying to abolish it. So much more creativity and thought...

    I know what you mean. The real challenge of this game is rebuilding your character every time they do a patch. You're at war with the developers, not the Daedra. It's backward progression.

    Honestly with the way this game makes sweeping changes every other week there ought to be free class changes anytime you want them and a system in place where players can refund their gold armor to get their materials back.
    Edited by Jeremy on March 14, 2021 10:38AM
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