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Your Experience with U35?

  • Chadak
    Chadak
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    This patch is one of the worst scorched-earth patches I've ever experienced in this or any MMO that I can recall, and I've been putzing around in MMO's since the early days of Ultima Online.

    Everything feels objectively crappier to play. Everything feels like it's been enfeebled, slowed down and made 100% more tedious than it was yesterday.

    I'm not going to get into the actual numbers. I won't get far enough to care about that. I'm talking, right now, about how it feels to play any of my characters compared to just last night, and it feels like absolute garbage.

    That was clearly the intention, or they wouldn't have done it. Now, if you'll excuse me, I'm going to go do something productive with my time that doesn't involve being served a product that feels one tenth as satisfying to use as it did just yesterday while being told that this is somehow a good thing.

    Ain't good for me now, is it. Something tells me that it isn't good for anything else either.
  • jecks33
    jecks33
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    my templar has been destroyed in fun, damage and healing (from jabs).

    For me U35 is garbage.

    Cya next patch, maybe
    PC-EU
  • prof_doom
    prof_doom
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    From all the folks on the PTS forums: "We told you so."
  • Aehallh
    Aehallh
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    Wow just watching Hack's video. got as far as Lava whip cost stam and magika, a bunch of crap.

    Well bright side after the initial exodus from game I wont have as much competition farming mats on Bleakrock isle.
  • dmnqwk
    dmnqwk
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    My original permablock warden build from January is gone now with polar wind changes. (apparently max health dps is frowned upon by ZoS!)

    Pre patch I tanked 1 vet, 2 normal randoms per day; healed 1 vet and dps'ed 2 normals because the wait time is bad enough for non tanks and non healers (I refuse to fake tank) and if my normal dungeon tank dps falls below 20k from this patch, which I think it will be, then I wont be tanking normal dungeons at all.

    I did a parse on the dummy with my stamden and went from 104k down to 94k (bow), 91k (greatsword) and 84k (staff, but minor complications and the known maelstrom bug) so the trial dummy parses are only showing minor losses thanks to the buffs they added (just to try and con us). I suspect I can creep the parse back up to 100k with a few skill changes and such, so the buffs to the dummy are 100% there to obfuscate the damage loss.

    Because of add-on bugs I didn't get around to testing much else but I am definitely concerned we're going to see far fewer tanks and far more fake tanks because of these changes.
  • Tandor
    Tandor
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    I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.
  • Jazraena
    Jazraena
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    My main, Stamblade, is surprisingly ok. Lost ~15% DPS, maybe less, but I can leave it as is and still do what content I want - but then, I don't do Vet Trials. For Vet DLC HMs I'll be fine. Could likely tweak and eke out more damage with Twisting Path / Concealed Weapon instead, but no need.

    The other 12 characters are disasters and universally need at least a partial rework of at least one set replacement and a major skills shuffle.
  • d.schaerb16_ESO2
    d.schaerb16_ESO2
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    thanks ZOS, you really managed to take the fun out of this game. the gap will even be bigger between good and bad. thanks for nothing.
  • AvalonRanger
    AvalonRanger
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    Not so different from previous. Just skill effect duration changed.
    But not so big change for my combat style.

    I'm casual player anyway. :*
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Dysturbed
    Dysturbed
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    The definition of True Balance is only achieved when NO class is fun to play...
  • Zekka
    Zekka
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    The stuck heavy attacking bug is back.
  • colossalvoids
    colossalvoids
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    Just logged in to jab couple of mobs and then relogged to stamsorc for some rapid strikes action 🥲

    Was enough for the day.
  • Amphithoe
    Amphithoe
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    I really hate the changes to Jabbs and Flurry animations. Other than that, not terrible.
    Guildmaster: School of Julianos
  • LesserCircle
    LesserCircle
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    Ratzkifal wrote: »
    My jabs feel like I am slapping people with a pool noodle. I saw a build that uses Spearshards as a spammable for magplars. It's making me wish ZOS had pulled the emergency breaks on the update and only released the dungeon without the balance patch.

    l4anxml6a1fa.gif
  • danno8
    danno8
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    Tandor wrote: »
    I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.

    Easier content like overland or delves you won't really notice a difference because the relative time to kill is already so short. If it took you 4 seconds to kill an overland mob before, at a 20% damage loss it will now take you 4.8 seconds. Pretty tough to notice any difference.

    But if a boss in VMSA took 2 minutes to kill before, it will now take you 2m24s, which you will likely notice. Or those enemies that take a second or two longer to go down now get in an extra hit or two, you will notice in any "race against time" scenario.

    If you were in a Vet dungeon, or trial that has a DPS check, that extra 20% can not only take noticeably longer, but even make the content impossible.
  • Roxxsmom
    Roxxsmom
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    I'm not a very social player (my play time is sporadic and I am not up for the commitment or pressures to meta build that come with a trialing guild) who enjoys the housing and furnishing aspect of things, so my enjoyment of the game depends on being able to solo boss dailies and certain other content originally intended for groups but for which random groups are rarely available anymore. I need to do this for those pesky furnishing mats, which come from reward coffers. Plus I enjoyed soloing five man dungeons sometimes, as this provided a decent level of challenge for me.

    My "main" is a magicka-based Dragon Knight, and I haven't yet tested what it will mean for me to have my main spammable attack pulling stamina as well as magicka. Not sure why they made this change, but I assume it's a nerf aimed at magicka DK builds?

    I will frankly admit I'm not an awesome player, being older with slower reflexes and having somewhat arthritic hands, so the oakensoul ring was a godsend too. Bar switching during heated combat was always a challenge for me when I had to keep my eyes glued to the screen for hazards and found myself spamming something on the wrong bar because my bar switch didn't go through (which seemed to happen often). I died countless times when I had to look at my combat bar to see why an attack wasn't working.

    I will also have to see what those nerfs and changes will mean for my play style. If I can no longer solo the things I need to solo for the mats reward or just for fun on my own, I may not be playing as much.
  • virtus753
    virtus753
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    danno8 wrote: »
    Tandor wrote: »
    I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.

    Easier content like overland or delves you won't really notice a difference because the relative time to kill is already so short. If it took you 4 seconds to kill an overland mob before, at a 20% damage loss it will now take you 4.8 seconds. Pretty tough to notice any difference.

    But if a boss in VMSA took 2 minutes to kill before, it will now take you 2m24s, which you will likely notice. Or those enemies that take a second or two longer to go down now get in an extra hit or two, you will notice in any "race against time" scenario.

    If you were in a Vet dungeon, or trial that has a DPS check, that extra 20% can not only take noticeably longer, but even make the content impossible.

    Vet bosses and elites in dungeons and trials had their health lowered by 10%, which is partial compensation for the dps nerfs. Based on the simplicity of the bone they threw us, especially after initially indicating they wouldn’t change anything, I expect they will want to readjust content in a more nuanced way once people start running it and producing logs for comparison. They have stated that they intend to keep the “same level of challenge” as before.

    Where they’re clearly going to fail noticeably in that goal is arenas (and it looks like vet trial portals), since those were deliberately excluded from the health reduction.
  • Roxxsmom
    Roxxsmom
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    Roxxsmom wrote: »
    Plus I enjoyed soloing five man dungeons sometimes, as this provided a decent level of challenge for me.

    Meant four man dungeons here. Having a WOW flashback :expressionless:

  • danno8
    danno8
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    virtus753 wrote: »
    danno8 wrote: »
    Tandor wrote: »
    I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.

    Easier content like overland or delves you won't really notice a difference because the relative time to kill is already so short. If it took you 4 seconds to kill an overland mob before, at a 20% damage loss it will now take you 4.8 seconds. Pretty tough to notice any difference.

    But if a boss in VMSA took 2 minutes to kill before, it will now take you 2m24s, which you will likely notice. Or those enemies that take a second or two longer to go down now get in an extra hit or two, you will notice in any "race against time" scenario.

    If you were in a Vet dungeon, or trial that has a DPS check, that extra 20% can not only take noticeably longer, but even make the content impossible.

    Vet bosses and elites in dungeons and trials had their health lowered by 10%, which is partial compensation for the dps nerfs. Based on the simplicity of the bone they threw us, especially after initially indicating they wouldn’t change anything, I expect they will want to readjust content in a more nuanced way once people start running it and producing logs for comparison. They have stated that they intend to keep the “same level of challenge” as before.

    Where they’re clearly going to fail noticeably in that goal is arenas (and it looks like vet trial portals), since those were deliberately excluded from the health reduction.

    Which is really strange to me since Arenas are (to me anyway) sort of the casual stepping stone into harder content like Vet Dungeons. If the goal was to raise the floor, Arenas should have been on the table from the start. There is no doubt that all of them are harder today than they were yesterday.
  • Necrotech_Master
    Necrotech_Master
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    AzuraFan wrote: »
    I don't use combat dummies or anything, so I can only say how combat in overland feels after the changes.

    My bow/bow warden: didn't notice much of a difference. Takes about the same amount of time to kill mobs. Maybe a tad longer, but not enough to get excited about.

    My stamina templar: Same. I play 100% in first person but switched to third to check out the new jabs animation everyone is complaining about. Didn't really see a problem with it, but as I said, I don't play in third person.

    I'll try my frost warden later.

    It didn't feel that my DPS had increased in any way. It's the same or a tad lower.

    Is appears that the 3s/9s change to shalks didn't go through. Mine are still firing at 3s/3s and the tooltip says the same. I use Subterranean Assault. I'm glad they decided to ditch the change.

    subterranean assault didnt get a timing change, but got a heavy dmg nerf

    the magicka morph of the skill is 3s for the first hit, but now has a 2nd hit after 6s (3s/6s) but the 2nd hit has a dmg increase compared to the first hit (compared to previous which was only 1 single hit after 3 sec)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • merpins
    merpins
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    Darkheart wrote: »
    My damaged is still the same.

    https://youtu.be/ZCUsq3yNfv0?t=274
    Check out 4:37

    Edited by merpins on August 22, 2022 6:59PM
  • RaddlemanNumber7
    RaddlemanNumber7
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    Nothing is better, but some things are worse.

    I'm a one-handed, mouse or keyboard player, so not very good at DPS and even worse at mobility.

    I had a try out on a few of my quester characters. The ones that use ground-based AoE DoT's and light attack weaving are noticeably slower at dealing with overground trash mobs. Painfully so. That's most of my characters.

    Even my pacifist character is wondering who put the lead in his sandals. He has Concealed Weapon slotted as a passive. That 10% speed drop while in stealth is quite noticeable.

    Looks like I'm going to have to go back to using just sneaky, jumpy, stabby NB's to keep the questing fun.
    PC EU
  • EldritchSun
    EldritchSun
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    I heard arena weapons are trash now?
  • Gargath
    Gargath
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    For me one positive so far:
    Plaguebreak:
    This set now has a cooldown of 20 seconds per target, rather than only against targets that do not already have the DoT on them.
    Reduced the Damage over Time by approximately 48%, but this damage can now Critically Strike as it does not have ingrained modifiers built into it.
    Increased the damage by explosion by approximately 3%.
    The damage from this set now always applies the Diseased status effect.
    Fixed an issue where this set was not proccing off some direct damage abilities.

    Lots of free dmg from Occult Overload on all mobs in range without struggle.
    I already soloed few group delves in Craglorn and a single Celestial Rift, easier than before.

    Re-made Biting Jabs are a bit messed up, in both damage and animation, doesn't give that much felling as before, but still a good spammable. Just need to get used to new look and decreased damage.

    https://drive.google.com/file/d/1ZEEiJmceQ5V4NbHAbyzIKXKAsKriIFLm/view?usp=sharing
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • Azphel
    Azphel
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    My magblade went from 31k to 26k on an unbuffed normal trial dummy as if I forgot how to play overnight. As a casual solo player, this is discouraging. Less damage means less healing for me.

    Only vet bosses (not arena bosses mind you) got their hp reduced by 10%. My dps went down ~15%. Dummy parse dragged on. Boss fights will take even longer because there will be more time for repeating mechanics.
  • ApoAlaia
    ApoAlaia
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    If I'd have to summarise it in one word it would be 'inadequacy'.

    This patch has set me back two years in terms of what I feel confident to do in game.

    Most heinous of all I don't see a path back to 'adequacy'.
  • altunit21
    altunit21
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    I can't login, infinite load screen.
  • FeedbackOnly
    FeedbackOnly
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    I was looking forward to this update but now I see how bad it is. Combat isn't fun for average users
  • AlterBlika
    AlterBlika
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    It takes longer to beat a boss, but otherwise fine. I don't see any issues with that.
  • YandereGirlfriend
    YandereGirlfriend
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    Gargath wrote: »
    For me one positive so far:
    Plaguebreak:
    This set now has a cooldown of 20 seconds per target, rather than only against targets that do not already have the DoT on them.
    Reduced the Damage over Time by approximately 48%, but this damage can now Critically Strike as it does not have ingrained modifiers built into it.
    Increased the damage by explosion by approximately 3%.
    The damage from this set now always applies the Diseased status effect.
    Fixed an issue where this set was not proccing off some direct damage abilities.

    Lots of free dmg from Occult Overload on all mobs in range without struggle.
    I already soloed few group delves in Craglorn and a single Celestial Rift, easier than before.

    Re-made Biting Jabs are a bit messed up, in both damage and animation, doesn't give that much felling as before, but still a good spammable. Just need to get used to new look and decreased damage.

    https://drive.google.com/file/d/1ZEEiJmceQ5V4NbHAbyzIKXKAsKriIFLm/view?usp=sharing

    Yeah it's sort of a fortunate (well, depending upon your perspective in PvP) change that Plaguebreak is processed before Occult Overload.
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