1.82 patch note

Post » Thu Mar 20, 2014 1:15 pm

I didn't see any fix to the constant horse dismounting in Cyrodil. :(

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Kortniie Dumont
 
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Post » Thu Mar 20, 2014 11:16 pm

The grinding XP nerf was to combat this, someone linked it on a reddit.

http://i.imgur.com/OUZQl66.jpg

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Michelle Serenity Boss
 
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Post » Thu Mar 20, 2014 10:37 pm

So fix the exploit! Don't nerf all dungeons!!

Lol, and that pic reminded me of the good old Orc trains in Lineage 2, haha! Now THAT was an XP exploit!!

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Casey
 
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Post » Thu Mar 20, 2014 11:37 am

The Khajiit nerf definitely doesn't seem like a nerf... just lowers top end potential for higher burst string possibility... I think it's still too strong personally.

Most of this is good, API worries me but we'll see.

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Lizbeth Ruiz
 
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Post » Thu Mar 20, 2014 9:45 pm

I wonder how this PTS patch will make it way to the released client? A week may be?

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Betsy Humpledink
 
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Post » Thu Mar 20, 2014 4:06 pm

Fixed an Ice Wraith monster ability that caused an icicle to appear in the wrong orientation.

That just sounds dirty :laugh:

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Jacob Phillips
 
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Post » Thu Mar 20, 2014 10:50 am

I also prefer grinding if it's doable... especially AoE powerleveling like that picture. :) The quests are cool, but I don't want to do it all again for an alt... I want to power level DAoC style :P

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Laura
 
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Post » Thu Mar 20, 2014 7:13 pm

Because voicing concern over a bug that appear for months and nothing is done about it just 14 days before launch is clearly idiot.

I'm glad they finally acknowledged it and found the cause of it.

Not to mention who were the idiot that believe that there is a magical secret build that fixes everything. The PTS build is pretty much the same as the beta build with out zone restriction. The problem cannot be reproduced on PTS and can't be tested on it yet people think the problem is fixed on PTS. Everything indicated that the is no fix yet and no statement from ZOS were addressing the issue.
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.X chantelle .x Smith
 
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Post » Thu Mar 20, 2014 6:52 pm

I enjoy farming / grinding while talking in a guild or party chat. Have many good memories in other games doing that... I also like to get reasonable amount XP for my level to level while doing that as well.

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Kanaoka
 
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Post » Thu Mar 20, 2014 1:09 pm

Well said.

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Myles
 
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Post » Thu Mar 20, 2014 8:25 pm

Okay. Good.

Still want black hair for the Altmer.
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Rachel Hall
 
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Post » Thu Mar 20, 2014 8:48 am

I don't know the mechancis of it for certain, but that feels like a poorly managed object pass from one 'area' server to another. That would be a low level fix which could easily cause other issues.

Or in other words, if I were a betting man, that's not going to get fixed anytime very soon.

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gemma
 
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Post » Thu Mar 20, 2014 11:56 pm

You'll find black wigs for altmers just next to the beards, behind the crossbows.

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Angel Torres
 
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Post » Thu Mar 20, 2014 11:42 pm

I'm with the other guy, is the kat nerf a nerf? Maybe Im missing something in the calc.

In 100 swings

old method:

97 normal hits x 1 damage is 97 damage normal hits

3 crit hits x 1(1.5+.15)= 4.95 damage crit hits

97 + 4.95= 101.95 damage

new method:

94 normal hits x 1 damage = 94 damage normal hits

6 crit hits x 1(1.50) = 9

94 + 9 = 113

Unless there is something Im doing wrong, the new way is actually better unless it is easy to break 100% crit chance(or whatever the soft cap is)

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Darren
 
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Post » Fri Mar 21, 2014 1:03 am

Oh noes they fixed the standing on horse bug, I thought that was hilarious, especially when people would run on the back their horse, which is also running. :P

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kennedy
 
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Post » Thu Mar 20, 2014 9:41 pm

It depends on the build. A lot of it came down to Khajiit Nightblades going for a stealth burst build, which this partially addresses.

For some, it's a boost. For some, it's a nerf. Regardless, I think it solves more problems than it causes.

Consider: Do you consider +6% crit rate comparable to Altmer's +6% elemental damage?

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Queen of Spades
 
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Post » Thu Mar 20, 2014 9:01 am

Fixed various issues with horse and player animations in relation to transitioning from one animation to another while running and jumping.

I think that's probably it.

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Je suis
 
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Post » Thu Mar 20, 2014 9:20 am

No, nerf altmers now. =p

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Jeneene Hunte
 
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Post » Thu Mar 20, 2014 9:45 am

Same here. On both counts.

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k a t e
 
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Post » Fri Mar 21, 2014 12:26 am


You are assuming the crit chance were 0 given with.
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WYatt REed
 
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Post » Thu Mar 20, 2014 8:45 am

Well, give yourself a 30% crit rate before, and 33% crit rate after. That's fairly easy to reach since you could easily wear Medium Armor and get crit from a weapon passive and weapon enchant.

70 hits x 1 damage = 70

30 hits x 1.65 damage = 49.5

119.5

67 hits x 1 damage = 67

33 hits x 1.5 damage = 49.5

116.5

It's a minor nerf for raw damage if you're around the 30% crit chance range. For builds that just want to crit more because it triggers other effects, it could be considered a wash or a minor buff.

edit: Thief/Shadow Mundus stone, or a 40%/43% crit chance, or of course other sources of crit chance that get you into the 60% range, complicates things. It's an interesting change, and certainly more balanced given the Khajiit crit chance only applies to melee attacks while the old +15% crit damage applied to everything.

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Dean Brown
 
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Post » Thu Mar 20, 2014 11:08 am

I'm pretty sure that the public dungeon XP reduction comes from the sort of thing I saw in the last beta: a crowd of dozens of people all sitting at the spawn point for the 'boss' at the end, killing it about a second every time it spawned. The devs probably don't want that sort of spawn-camping to be part of the game.
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Amie Mccubbing
 
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Post » Thu Mar 20, 2014 9:13 am

So Templars, who had magicka regen major issues at VR ranks, got no fix and were actually made worse... AWESOME

  • Reduced the base magicka and stamina recovery gained as you increase your veteran rank.
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Angela
 
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Post » Thu Mar 20, 2014 8:24 pm

Equilibrium, do the pseudo Sorc thing. =/

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Felix Walde
 
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Post » Thu Mar 20, 2014 8:44 am

I'm a little concerned about the public dungeon exp change as public dungeons offered a little more challenge than open world grind. I would love to be able to level up with my brother but as of now I'm not sure I see a real good way. It seems as though this game greatly discourages grouping. The way i see it they took the only viable way of group/duo exp and destroyed it. I cannot quest with my brother as phasing is still an issue. I cannot public dungeon as there is no exp there . I cannot group dungeon as there is no exp there. I could endlessly grind open world mobs that were designed for one person with little to no challenge to a duo or solo quest. I understand they are concerned with people progressing through content and leveling to quickly but please give us a challenging effective means of group exping.

After running group/public dungeons I see very little point now in re-running them after the quest are completed which is a shame. The loot drops are so/so at best compared to what you get from quest and solo kills. In an attempt to make your game last longer you are making it more and more linear in terms of progression and removing options to group which why people play MMO's (Massive Multiplayer not Massive Singleplayer).

Here is a thought instead of ruining public dungeons because of an exploit why don't you prevent the large trains from occuring. Please don't get me wrong I would love for the exp to be cut in 1/20th in all parts of the game to prolong the leveling. Im a huge lineage fan and 4-5days per a level makes it more rewarding but don't remove group content from your game when its already very low on meaningful group content. People play MMO's to play with others, if you cannot play with others you might as well stick to the single player games on the market that have much better story lines and better graphics.

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Emily abigail Villarreal
 
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