PATCH NOTES V.1.1 Inc. Craglorn - From PTS

  • Omniphonic
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    Tyr wrote: »

    So before you make a comment that the devs made the wrong balancing pass, you should ask yourself why they may have made such changes "in the wrong direction".
    It would be easy to pick apart the entirety of your ludicrous, laughable post but I'll settle for this one tidbit because it's otherwise not worth the time to dispel your well-entrenched illusions. I didn't even bring my wizard hat.

    Video game developers are, without a single exception, the mental equivalent of 12 year-olds. I base this hypothesis on extensive research of almost 30 years of dedicated video game playing. In every single game I've ever played and will ever play in my entire life, there are aspects of the game that can only be attributed to deriving from the mentality of a bunch of middle-schoolers sitting around snorting pixie-stix and giggling to themselves.

    Don't let this post distract you from your obsessive, blind worship of all things with any kind of backing through authority or finance though, by all means.
  • maxilaub17_ESO
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    I agree with other's abut "inhale", if it needed a nerf fine, but give us our points back because it now sucks. The amount of health return from 3 mobs and its majika cost is too high. So return our points for it like you have done for other ability nerfs.
  • SuperScrubby
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    Wow you give them way more years of mental maturity than I do. I've said it before and will say it again. Dev's are terrible at playing games themselves and rely on people they can relate with. That's usually other scrubs with the mental competency of a 9 year old. Birds of a feather flock together.

    They really need to do something about what they perceive as issues. Sure they may have data, but as most smart people know you can easily manipulate data to show you whatever you want to see. Whatever data the dev's are so called looking at has to be skewed. Otherwise you could see that some of these game changing "fixes" are utter garbage.
  • oxygen_boarderb16_ESO
    Wait so a lot of this arm chair commentary is coming off of actually testing the PTS or just throwing wild accusations around?
    Toktok - Vet8 Orc Templar - 2 Hand, Medium/Heavy Armor Grunt - Blacksmith/Clothier/Enchanter/Alchemist
  • Santiago
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    The complete lack of quality of life improvements and fixes for single player storyline bosses (either allowing two players or making them easier after a few attempts) is disturubing.

    Zeminax it seems you aren't listening to your players and you don't get what it takes to keep a game alive and retain subscribers.

    The UI, or lack thereof, is obvious. Such as:
    1. No tier labels on materials
    2. No floating chat tabs
    3. No magica/stamina bars for group members
    4. No filtering of offline members in guild window (baffling)
    5. Non movable windows
    6. No keyboard modifers. I don't want to use alt for ONE thing, or cntrl either. Why make it difficult for your customers?

    Storyline bosses need tweaked for casual players. Also you should be introducing TIERED content with selectable difficulty levels. Haven't you observed anything about what makes a game successful? You are isolating a huge section of your population and they are all ready to leave, NOW, for other games before even one subscription month.

    If you don't understand from the history of other game failures and successes this game is not going to succeed. You're on the road of losing first month subs in the thousands unless you make changes. This is a fantastic game but in far too many ways you've made it overly frustrating to the point people are ready to leave already.

    Please listen to your customers and make the changes we need not the changes you want.
  • ShinChuck
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    Bravo, looking forward to seeing this implemented! The sooner the better! Thanks guys!
    "It's morally wrong to suggest gameplay changes for an MMO."
    ...seriously, someone told me that once here. The things people will do to win their internet arguments!
  • driosketch
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    Wait so a lot of this arm chair commentary is coming off of actually testing the PTS or just throwing wild accusations around?
    @oxygen_boarderb16_ESO‌ It's the latter.

    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • Eam
    Eam
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    Halorin wrote: »
    I like how Werewolf actually gets nerfed, given the sorry state it's in.

    really? you gonna do that do werewolf wich has no impact to the entire game whatsoever?
  • SilverWF
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    Dragonknight
    Inhale (and morphs): This ability’s initial life drain morphs can now hit a maximum of three targets. This also applies to Inhale’s morphs.


    Please, return us SP what we have spent for this ability, coz now it nearly to be useless
    • PC EU. Ebonheart Pact. CP 1k+
    • YouTube: All ESO disguises (2014)
    • EU players are humans too! We want our maintenances in the least pop time (at deep night) and not lasted for several hours!
    • Animation canceR - is true PvP cancer! When you can't see which actions your opponent do - you can't react properly on them!
  • zeuseason
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    When did I stumble onto the WoW forums....I must have clicked the wrong button?
  • Sakiri
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    I agree with other's abut "inhale", if it needed a nerf fine, but give us our points back because it now sucks. The amount of health return from 3 mobs and its majika cost is too high. So return our points for it like you have done for other ability nerfs.

    Yeah, it's going off my bar after this one.
  • patrikblb16_ESO
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    Tons of *** adressed here, sadly the known issues that are not fixed in this patch is far longer than these notes. :(
  • soalrism
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    Santiago wrote: »
    Please listen to your customers and make the changes we need not the changes you want.

    you mean, making the changes YOU want??

  • SirAndy
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    ToBbErT wrote: »
    Nothing about a true fullscreen mode. My second gpu eating dust :(
    @ToBbErT
    True fullscreen is in the version we're testing on PTS right now, albeit a bit wonky.
    It didn't recognize my desktop resolution at first and started at 800x600 icon8.gif but after i set it manually, it did work OK ...
    ;-)

    PS: I have yet to test SLI or anything else that requires true fullscreen, maybe tonight ...
    Edited by SirAndy on April 28, 2014 8:21PM
  • 0ctave
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    The change to inhale really needs to be reconsidered. It is certainly not an overpowered ability and the changes will make it almost useless. It should at least follow the other aoe changes and make its limit to 6 targets. Either that or the health return needs to be increased quite a lot if it is going to be limited to 3 targets.
  • jonahx
    jonahx
    zeuseason wrote: »
    When did I stumble onto the WoW forums....I must have clicked the wrong button?

    gif-nicki-minaj-celebrities-justin-bieber-401906.gif
  • Holycannoli
    Holycannoli
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    Right now, AOE is already limited to 6 in almost all situations. It has always been like this.

    Here's video evidence:

    https://www.youtube.com/watch?v=VHwbrXNfbNM

    The internet outcry about ZOS was ruining the game (thanks, Tamriel Foundary by the way!) had one small problem - nobody had checked what they were on about.

    I don't know. I've never noticed a limit on any of my AOE abilities. I swore I've hit more than 6 targets at a time in dungeons where you get swarmed by little critters but I don't know for sure because I never paid attention to the actual number of critters.

    I chose increased radius for my AOE morphs to be able to hit as many targets as possible in PVP.

    Is it possible there actually is a limit and I just never noticed? Yes. There's zero indication in game that AOE has a limit (it should at least say in the skill descriptions) and it's possible in Cyrodiil that I'm not noticing my volley, lightning splash and siege engines aren't hitting more than 6 targets at a time.

    I've never used healing skills so I have no experience there.

    If this is true that there is a limit then I think I'll be OK with this PTS change, since it's also true that I'm happy with the state of AOE right now except for certain broken vampire combinations. That is unless the AOE skills I'm using are currently broken and will be "nerfed" when this goes live. (mostly volley, lightning splash, lightning form, dark talons, meat catapults and fire trebuchets. Does anyone know if any of those are currently broken and hitting more targets than they should?
  • Malediktus
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    SirAndy wrote: »
    ToBbErT wrote: »
    Nothing about a true fullscreen mode. My second gpu eating dust :(
    @ToBbErT
    True fullscreen is in the version we're testing on PTS right now, albeit a bit wonky.
    It didn't recognize my desktop resolution at first and started at 800x600 icon8.gif but after i set it manually, it did work OK ...
    ;-)

    PS: I have yet to test SLI or anything else that requires true fullscreen, maybe tonight ...
    can you test if forcing anti aliasing in the settings works? I really hate the current low quality shader based AA and would like to use MSAA or SSAA instead.

    @Malediktus --- Ebonheart Pact, EU-Megaserver
  • Cepeza
    Cepeza
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    While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.

    Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....

    Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.

    Couldn't agree more. :neutral_face:
  • Romtim
    Romtim
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    Cepeza wrote: »
    While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.

    Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....

    Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.

    Couldn't agree more. :neutral_face:

    Yeah, I like the game pretty much so far, and was looking forward to longterm subbing, however this change, if it will impact the game as I expect it to, I will be very sad, with many free time freed up from playing ESO :(
  • murklor007neb18_ESO
    Cepeza wrote: »
    While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.

    Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....

    Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.

    Couldn't agree more. :neutral_face:
    So if we argue 1 peep shouldnt be able to kill 24 peeps (like certain vampires ehrm...), why should 1 healer be able to heal 24 people?

    If the AoE limit is 6, bring 4 healers and dont run in a 10m radius zergblob, use small group tactics to get the heals where they are supposed to be.

    Aint more complicated than that :neutral_face:
  • Romtim
    Romtim
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    Cepeza wrote: »
    While the patch notes point to some welcome improvements/fixes I cannot objectively imagine one good thing about an AOE cap of 6. This is a bad idea which is only made worse by the upcoming release of Craglorn.

    Basically a healer in a party of 12 or 24 won't even be able to affect more than 6 people with an AOE heal. Not to mention the PVP implications. I do not see the wisdom of this direction....

    Not feeling very confident in long term sub at the moment. Hope this gets reviewed by the dev team and corrected.

    Couldn't agree more. :neutral_face:
    So if we argue 1 peep shouldnt be able to kill 24 peeps (like certain vampires ehrm...), why should 1 healer be able to heal 24 people?

    If the AoE limit is 6, bring 4 healers and dont run in a 10m radius zergblob, use small group tactics to get the heals where they are supposed to be.

    Aint more complicated than that :neutral_face:
    Yeah, only that in order to not die (to not recieve full aoe damage) you are forced to run in zergs, so that you are not hit by AoEs. So you are kinda supposed to run in smaller groups to heal better, but still run in zergs in order to not receive damage at all.
  • SirAndy
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    The AoE limit has *always* been 6 and has worked with that limit for most abilities ever since i remember.

    I'm not sure why everyone thinks this is something new. All they're doing is fixing a bug where some AoE effects didn't apply the limit correctly.
    confused24.gif
  • Draconiuos
    Draconiuos
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    All, I have to say is I think they need to rethink the changes to Inhale. Yes, I can see the need for a cap on it, but 3 targets is just plain silly. 6 targets make more sense, because it doesn't heal that much. Now, I did notice it is only a 3 target cap for the initial health drain, but still you give up better aoes for the health drain. It is still in PTS and we will see how it works out. I think it is just a case of them over nerfing something and then going to gradually work it back up to where it is good.
  • SirAndy
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    Malediktus wrote: »
    SirAndy wrote: »
    ToBbErT wrote: »
    Nothing about a true fullscreen mode. My second gpu eating dust :(
    @ToBbErT
    True fullscreen is in the version we're testing on PTS right now, albeit a bit wonky.
    It didn't recognize my desktop resolution at first and started at 800x600 icon8.gif but after i set it manually, it did work OK ...
    ;-)

    PS: I have yet to test SLI or anything else that requires true fullscreen, maybe tonight ...
    can you test if forcing anti aliasing in the settings works? I really hate the current low quality shader based AA and would like to use MSAA or SSAA instead.
    @Malediktus

    - I tried several different ways to force better anti aliasing but none seems to work. Initially the game wouldn't even let me out of 800x600 fullscreen after trying to force settings. When i finally got it to render in 1920x1080, any forced AA settings were ignored, no matter what combinations i tried.

    - SLI. That's a tough one. I did get it to run on my dual GTX 780s but i didn't get the performance boost i had hoped for. I'll have to play with the settings a bit more to see if i can get this to work better.

    - 3D Vision is working! Of course it's not optimized at all, some surface shaders seem to be applied in 2D and look off in 3D. Also, some of the UI elements are rendered in 2D when they shouldn't be, like your crosshair (Just like in Skyrim :( ).
    However, the world overall looks pretty convincing in 3D. I think with a few tweaks to the depth planes of certain UI elements and some shader tweaks, this game could look awesome in 3D!
    Edited by SirAndy on April 29, 2014 3:15AM
  • taze222b14_ESO
    taze222b14_ESO
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    Still no fix for the random dismount bug that's been in since launch? Ha...you're kidding right?
    Edited by taze222b14_ESO on April 29, 2014 3:44AM
  • NTclaymore
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    Why do inhales aoe-cap go all the way down to 3? I cant imagen it being overpowered if it could affect 6. ?_?
    He spoke, the son of Padomay, and nodded his head with the dark brows
    and the imortally anointed hair of the great god
    swept from his divine head, and all Mundus was shaken.
  • Xsorus
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    SirAndy wrote: »
    The AoE limit has *always* been 6 and has worked with that limit for most abilities ever since i remember.

    I'm not sure why everyone thinks this is something new. All they're doing is fixing a bug where some AoE effects didn't apply the limit correctly.
    confused24.gif

    incorrect

    Standard/Dark Talons/Inhale don't have a cap
    Burning Spear and the Healing ultimate for Temps don't have a cap
    Impulse and Overload don't have a cap


  • Perseas
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    And plz add a feature text in the recipes discription and motifs "You already learned that" because we have to try them first and if we get the message in our screen that we learned it before, then we can sell it. It would be time saving if there is info in the item "YOU ALLREADY learned that"

    I haven't tried to learn again for a second time a motif, because they are very expensive to risk it. But motifs need to be better text improved. When we get them, it says "dark elfs" " bretons" " redguards", etc... but when we check our traits if we learned them. They are typed differently, bosmer, altmer, etc. And because I am dyslexic and I have a problem memorizing names, this is a time killing googling it, to see what that is. So at least, make them be the same txt.
    Edited by Perseas on April 29, 2014 4:22AM
  • SirAndy
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    SirAndy wrote: »
    The AoE limit has *always* been 6 and has worked with that limit for most abilities ever since i remember.

    I'm not sure why everyone thinks this is something new. All they're doing is fixing a bug where some AoE effects didn't apply the limit correctly.
    confused24.gif
    incorrect

    Standard/Dark Talons/Inhale don't have a cap
    Burning Spear and the Healing ultimate for Temps don't have a cap
    Impulse and Overload don't have a cap
    @xsorusb14_ESO
    Exactly what part of "bug" do you not understand when you read the patch notes?
    confused24.gif
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