I didn't see any fix to the constant horse dismounting in Cyrodil.
I didn't see any fix to the constant horse dismounting in Cyrodil.
The grinding XP nerf was to combat this, someone linked it on a reddit.
http://i.imgur.com/OUZQl66.jpg
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!!
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.
I wonder how this PTS patch will make it way to the released client? A week may be?
Fixed an Ice Wraith monster ability that caused an icicle to appear in the wrong orientation.
That just sounds dirty
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
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.
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.
You'll find black wigs for altmers just next to the beards, behind the crossbows.
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)
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.
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?
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.
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.
So Templars, who had magicka regen major issues at VR ranks, got no fix and were actually made worse... AWESOME
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.