ZOS_GinaBruno wrote: »Hey everyone, just a reminder that we keep the PTS patch notes thread open for you to comment in order to gather feedback or identify issues before we go live. It is not intended to post non-constructive comments or bash the development team. If these rules cannot be followed, we'll close the patch notes thread for commenting. Thanks for your understanding.
Great changelog, as usual for ZOS. I have one question:
The screenshot mode for gamepad players (which I assume includes consoles versions): is the aiming reticle one of the UI facets that disappears? I love taking screenshots of my journeys around Tamriel, but I have always hated that the aiming reticle is stuck in the centre of the screen of every photo I take. Get rid of it!!!
Thank you.
Judgedread101071 wrote: »Increasing the cost of strife to match force pulse's cost makes 0 sense!!! unless you give it aoe damge like force pulse.
You r gonna make a really good ability which also has a group benefit useless.
C'mon guys!!!Stop messing up with the NBs all th time.
i may be misread something, but Alcast told that one of the Fightres guild skill (Silver Shards?) will pull mobs to caster like DK chains. Don't see anything about that in logs. So, no chains for everyone?
i may be misread something, but Alcast told that one of the Fightres guild skill (Silver Shards?) will pull mobs to caster like DK chains. Don't see anything about that in logs. So, no chains for everyone?
I can confirm, that Silver leash does indeed work like DK chains now and it works against everything, not just undead.
ZOS_GinaBruno wrote: »Itemization Balance
Item Sets
- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
@ZOS_GinaBruno
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
You mean for the fact that it can be dodged
ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno
AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Why would i ever use hircines veneer over marksman? @ZOS_GinaBruno
One is an individual set, the other is a group buff set. Would you ever use Worm Cult or Ebon Armor when soloing? I don't think so.
Hircine's change might make it viable for PvE raids to help stam DDs with sustain.
Although the problem is, only healers and tanks run these types of sets. This set is bad for healers and tanks. So I'm not sure who's gonna run it.
Apache_Kid wrote: »ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....
NewBlacksmurf wrote: »Apache_Kid wrote: »ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....
@Apache_Kid
There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.
ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
Maybe I am understanding it incorrectly, but in the PTS patch notes is mentions how you can delve the materials needed for jewelry crafting. It mentions that the dust you get from seams is based only on your CP level. If that is the case, existing players with high CP levels will have be able to acquire lower level dust and will have an issue to gain experience for jewelry crafting as they will need those lower level dusts to create jewelry to gain experience in jewelry crafting.
Or is it this same as with other crafting materials that if what you get from seams is 50% based on your CP level and 50% based on your jewelry crafting level? If that latter, maybe put that in the patch notes.
(As I don’t have a PC/Mac version of Elder Scrolls Online I can’t go onto PTS to test it myself).
AmericanSpy wrote: »AmericanSpy wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Lord_Dexter wrote: »usmcjdking wrote: »Werewolf still in the dumpster.
May be not with Light/Heavy attack scaling!
Great. Spend 300 ultimate so my light attacks can critical for 25k instead of 18k while simultaneously lowering my DPS. On the flip side I get a heal that has half of the tooltip of vigor.
WW light attacks are very powerful and imagine spamming them on 5k WD and 50k Stam.
The point isnt that WW suffered from a weak LA. But increasing the LA and saying "be happy it's a buff" completely disregards the classes actual shortcomings.
There are 5 abilities, and 50% of those abilities morphs are useless(or rarely used). The class has no depth. With all of the tweaks to other classes "less used skills" it's just insulting WW still exists with the vast majority of the player base only ever using 1 morph of a given skill.
How to play a WW:
Hircins Rage, Rousing Roar, claws(morph depending on utility), Howl of Agony, LA, HoA, LA ... (Incert pounce as needed for time) ... rinse and repeat.
They have an ability with a synergy! WW can't even use them! Like WTF, a lot of WW players play in a pack and you STILL can't use this skill.
And to top the cake, WW still cannot use some weapon and armor passives. This is unique to WW. This is why people voice frustration over the class. It is severely limited even on niche standards. This is why people keep expecting a true rework.
The inability to access weapon-passives is made because of the balance issues it would cause if WW´s had access to them (And it´s not unique for WW´s. Sorcs using overload also loses their weapon-passives.) They would be way to OP in PvP with that. Armor passives (aside from a few, but that´s a bug) are active in WW-form.
WW`s are in a really good spot next patch as it looks now. However, adding more synergies to un-used morphs would be a good change.
Exactly, it's a balance issue because the class in itself needs a total rework. It is confusing and clunky. The class is not user friendly in the least bit. It is "considered" unusable in any sense outside PVP. It suffers from consistent bugs and mechanical issues(most likely due to it's complexity). I don't see how that is remotely close to "In a really good place"
Name one trial group that says "hey we need to invite a WW to complete our group" (outside dedicated WW only players and guilds) It just doesn't happen.
NewBlacksmurf wrote: »Apache_Kid wrote: »ZOS_GinaBruno wrote: »Hi all, we ran across some missed patch notes that we'll be adding to the original post, but wanted to call them out here so it's clear what got added:
Combat Balance
General
- Due to the high number of gameplay changes in this update, we're temporarily reducing the respec cost to one gold once the patch goes live.
Templar
- Dawn's Wrath
- Enduring Rays: This passive will now affect Solar Flare and its morphs (this includes the abilities' Empower duration).
Warden
- Screaming Cliff Racer: Increased the travel speed of the Cliff Racer by approximately 33% to make up for the fact that it cannot be dodged.
Guild
- Fighters Guild
- Silver Leash (Silver Bolt morph): This ability will now fire a bolt that, upon hitting and damaging an enemy, will instantly pull them toward you and apply a snare on them.
Combat Fixes & Improvements
General
- Fixed an issue where passive abilities, such as Scaled Armor, were not granting enough resistances to max level characters.
Weapons
- Restoration Staff
- Fixed an issue where the Heavy Attack from Restoration Staves wouldn’t play correctly when canceled with Blessing of Protection.
Itemization Balance
Item Sets
- Earthgore: This item set now heals for the same amount over 6 seconds instead of 3 seconds.
Developer Comment:Earthgore was too bursty for a strong AOE heal. This change will keep the high power heal, but make it less destructive in PvP gameplay, where an entire group is near invulnerable over the 3 seconds that the old Earthgore would be activated.- Hiricine's Veneer: This item set now reduces the cost of all Stamina abilities by 4% instead of increasing Stamina Recovery for you and your group by 12%.
What about the lightning staff heavy attacks that have been broken since I've been playing the game? I've never seen anyone complain about the resto heavy while countless people complain about the lightning heavy attack issues and yet here we are....
@Apache_Kid
There's been a few complaints about it, however its been an issue for a while. Possibly since Morrowind released if I remember correctly. I play the healer a lot so I can confirm it happened as recent as Saturday on PC and Xbox One Live and this can be a big issue as we can't gain mana effectively because it stops and starts instantly....as well as getting locked in the animation providing no results of DMG or regen for over 2 seconds.