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MAGYAR SZÖVETSÉG
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#19699
Igen érkezik a V16... ebből mi lesz...
There have been a few threads about a small number of big things mentioned in the recent ESO Live episode 21, but not a consolidated list. As mentioned by Eric, everything mentioned (and thus everything here) represents the most dramatic changes.
Caveat: My notes here aren’t all the things Zenimax mentioned in the show, nor is it guaranteed 100% accurate due to possible errors in my own interpretation and the fact that these are still iterative changes that will be tested on the PTS and no doubt tweaked/revamped/scrapped.
VETERAN RANKS AND EXPERIENCE BOOSTS
As every knows, max cap will be VR16.
Removal of Vet Ranks is still happening – it’s a long term goal. To do it properly, they need to take a holistic, system-wide approach to deal with the ramifications.
To alleviate the grind at all levels, experience rewards are being increased for various content.
Amount of experience to get to VR1 has been decreased by 15%.
Veteran quest experience rewards will be increased by 50%.
Public dungeons (not group or delves) will yield double experience (not sure if this includes both the quests and the experience gained from killing things).
Craglorn experience rewards will be increased by 20%.
PVP
They want more capacity for reaction time and using skills and other actions.
Moving away from FPS-style one-shot kills. They want to see health bars not jump around so drastically.
The Battle Spirit Cyrodill buff will include a 50% reduction to damage, healing and damage shields. Numbers could be tweaked.
PvP taunting: wait for spellcrafting (I think this was already datamined – some kind of charm spell that forces an enemy to move towards you).
Regarding certain CP passives causing imbalances, especially in Cyrodiil, they don’t think a campaign for high CP players is warranted yet. They are looking at reducing the amount of experience needed to get the first few hundred CP.
GENERAL CLASS CHANGES
They do want to encourage diversity. Looking at changing unused skills, e.g. Templar’s Rushed Ceremony (see below).
While they’ve added stamina morphs for previous magicka-based skills that had none, they are being cautious to not remove a magicka morph option for some skills, e.g. DK’s Lava Whip.
A non-Templar bomb heal is not happening. The resto staff Healing Ward (3rd skill) already fits that role, especially when paired with Grand Healing.
They do support hybrid builds, but won’t go for the third skill morph idea. Hybrids will be supported through new itemisation.
DRAGONKNIGHT CHANGES
Stonefist: currently a mid-range stun, not as good as piercing javelin. Will have 28m range for both morphs. The Obsidian Shard morph will do less damage but also heal a target (yay for DK healers).
Battle Roar passive: currently the resource gain scales off max magicka. It will scale off each resource’s max value in Update 7.
NIGHTBLADE CHANGES
Shadow Cloak: still tweaking this, but single target attacks against a cloaked NB will no longer take you out of cloak. AoE attacks will continue to dispel the cloak.
Grim Focus: Spectral Bow will now be active after 4 light/heavy attacks, not 7.
Agony: the bonus damage will scale up faster, from 2-3% to 5% per second.
TEMPLAR CHANGES
Focus Charge: the current delay/animation bug isn’t intended and will be removed.
Rushed Ceremony (aka Breath of Life for pretty much everyone): the wax on/wax off animation will be faster (although I thought the original long cast time was intended because it’s such a powerful heal?). Furthermore, the other morph (yes there is a different morph) Honor the Dead will now restore magicka when healing a target below 70% health, buffed from 50%.
Radiant Destruction/Oppression: will be changed, including a nerf when not in execute range, and the first tick being a crit.
SORCERER CHANGES
Bolt Escape: currently “crazy powerful”. Will be nerfed so most people can only use it 2-3 times before running out of magicka by costing 50% more per subsequent cast. They want to encourage gameplay that doesn’t involve spamming Bolt. Mix things up with other skills and other evasion actions.
Lightning Form: will have a stamina morph that encourages melee sorcerers to keep as many close targets as possible.
Mages Fury: execute damage is being buffed by 10%.
Surge: they want this to be more in line with Momentum (Two-handed). Decreased cost and longer duration. However, this skill is designed more for 1v1 effectiveness, not AoE farming.
OTHER SKILL CHANGES
Dual Wield/Thrown Dagger: will give Major Brutality like the Two-Handed Momentum skill.
Dual Wield buffing spell damage is working as intended.
Bow/Volley: damage will be buffed, but Snipe already deals a lot of damage in PvP.
Destruction Staff/Wall of Elements: the 1.6 change was too drastic. They still don’t want Wall spamming. Duration increasing to 6 seconds.
Alliance War/Vigor and Guard: confirmed being too hard to get. They didn’t like that only a small number of people could access these skills.
Werewolf and vampire elemental damage weaknesses reduced from 40% to 25%.
RACIAL PASSIVES
More dramatic changes to racial passives will happen when there is an option to change race. In other words, neither of these are coming in Update 7.
Argonian: buffing the amount of health/magicka/stamina gained with potion use.
Nord: bonus to max health.
Khajiit: bonus to critical strike chance.
Orc: replacing charge damage bonus with a 4% melee damage bonus.
MUNDUS STONES
A lot of people have the Lady because they haven’t bothered to change their first Stone buff.
Mage (max magicka)/Tower (max stamina) are currently more powerful than other Stones so the latter are being buffed.
The Serpent will now be stamina regen, not health regen.
GENERAL COMBAT AND GAMEPLAY MECHANICS
Dodge rolling: increasing scaling costs by 33%, like how Bolt Escape works. A visual effect will show when the cost increase cooldown will end. Not clear if this visual effect will be client-side or visible by all.
Blocking: stamina regeneration will be turned off while blocking. Potions, Templar spears, using an Earthern Heart ability and other things will all still work to regain stamina. Incoming changes to Update 7 will also help tanks. Extensive internal testing showed that while tanking is harder, all content is still completeable.
Taunt immunity: everyone will have the same taunt immunity timer.
No AoE taunt (coughcaltropscough) is on the cards. Tanks are supposed to pick the dangerous targets in a mob while everyone else is ready to use evasive maneuvers if needed. They want to avoid rotation-style robotic gameplay.
The Nirnhoned trait will be fixed to only increase the specific piece you have it on.
Other fixes/changes coming to weapon traits.
Broken Champion Point system passives will be fixed, e.g. Arcane Well.
CONTENT AND GEAR CHANGES
Leaderboards are being wiped.
Future gear will somehow address shield-stacking Sorcerers.
AUDIO
The current dynamic music system will be enhanced to include changes when you get to lower health, and changes when different kinds of enemies are being fought to reflect the power level of the enemy.
At this stage they are still working on the music for Orsinium (hinting that it’s not ready).
No new voice acting for existing content, nor a /fart emote (boo).