Murkmire DLC Patch Notes Part 2: Combat & Gameplay

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General

  • Updated the interaction between Roll Dodge and projectiles.
    • Fixed an issue where a projectile would always be dodged if the target was Roll Dodging at the moment the projectile was created.
    • Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
      Our goal this update is to make it clear when a target will dodge your attacks. If the enemy character is showing a Roll Dodge animation, then they can dodge attacks. To meet these intentions, we’ve also removed the dodge chance from the Evasion buff category.

 

  • Minor/Major Evasion: These buffs no longer grant a passive chance to dodge. They now reduce the damage you take from area of effect attacks by 10/25%. All abilities that previously granted Minor or Major Evasion have been converted to this new effect, and the Blade Cloak ability now grants Major Evasion.

    This change affects the abilities Blur, Evasion, Deceptive Predator, Gossamer, Grace of Gloom, Adept Rider, Hist Bark, and Spectre’s Eye.

    As noted above, we spent time fixing issues with dodge, with the goal of making sure that you only dodge abilities/projectiles when you are actually actively dodging. Passive dodge goes against that, so we removed it from the game.

  • Major Expedition: Fixed an issue where the visual effects from this buff were only visible to the caster.
  • Minor Brutality: Increased the bonus to Weapon Damage to 10% from 5%.
  • Minor Prophecy: Increased the bonus to Spell Critical Strike Chance to 6% from 3%.
  • Minor Savagery: Increased the bonus to Weapon Critical Strike Chance to 6% from 3%.
  • Minor Sorcery: Increased the bonus to Spell Damage to 10% from 5%.
    The changes to Minor Brutality, Prophecy, Savagery and Sorcery were aimed at making each class feel valued in group play. It should be encouraged, but not required, to have a party with multiple classes.
  • Updated the behavior of all damage shields.
    • You can now deal a Critical Strike against an enemy with a damage shield.
    • Your Spell and Physical Resistance now reduces incoming damage before it is applied to your damage shield.
    • Poisons and Weapon Enchantments can now proc even if the damage done by the Light Attack, Heavy Attack, or Weapon Ability is fully absorbed by a damage shield.

      This change makes damage shields function more consistently with the rest of the game’s mechanics. It means that damage shields are more powerful in PvE content since monsters generally don’t reduce armor. Heavy Armor players in particular will receive much more effective damage shields now. This is intended to make damage shields a more potent tools for tanks.

      In addition to this change, there are several other damage shield adjustments listed below in the specific abilities section.

  • Your character will now have a faster knock-down animation when being dismounted.
  • Increased the movement speed bonus from the Steed Mundus Stone to 10% from 5%.
  • Combat pets will now take 0 damage while in a Dungeon, Trial, or Group Arena.
  • Pets now inherit the caster’s Critical Resistance.
  • The Swift Jewelry Trait now increases movement speed by 6% at max quality, previously 10%.
  • Fixed several issues with Poisons and Weapon Enchantments.
    • All Poisons now correctly proc 20% of the time when any Light Attack, Heavy Attack, or weapon ability deals damage.
    • Food and Drink will now provide the correct stat bonuses if they are consumed while you have a Poison equipped.
    • All Weapon Enchantments now correctly proc 100% of the time when not on cooldown when any Light Attack, Heavy Attack, or weapon ability deals damage.
    • When Dual Wielding, casting a weapon ability can now proc the Weapon Enchantment of either weapon. The system will favor proccing a Weapon Enchantment that is not on cooldown.
  • Removed the baseline 100 Spell and Physical Penetration all player characters previously had.
  • Refactored the Break Free ability and Crowd Control Immunity buff to increase the consistency and reliability of these mechanics.
  • Updated the Skill Advisor for most Stamina builds to suggest the Trap Beast ability at a later level.
  • Fixed an issue where you could add or remove abilities on your ability bar while you were in combat.
  • Fixed an issue where some Movement Speed bonuses were not additive with each other, resulting in very slight inconsistencies in total Movement Speed when they were used together.
  • Fixed numerous ability tooltips for grammar, spelling, formatting, and accuracy.
  • Fixed an issue where mounting while taking DoT damage would cause you to be unable to mount or weapon swap.
  • Made some improvements to certain knockback abilities, such as Uppercut and Flame Touch, to ensure they correctly knock enemy targets off ledges and walls.
  • Fixed an issue where you could still attempt to cast abilities like Petrify or Rune Prison against enemies that were immune to crowd control from the Unstoppable ability or Unstoppable potions.
  • Fixed an issue where pets were immune to crowd control at all times. Pets are now only immune to most crowd control effects in Dungeons, Trials, and Group Arenas.

Dragonknight

Ardent Flame

  • Fiery Grip: This ability now grants Major Expedition for a maximum of 4 seconds instead of 6 seconds.
    In regards to movement speed, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn’t include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.

 

  • Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
    • Flame Lash (morph): Removed the stun from the Power Lash special attack.
      We want all classes to be intentional about when they land stuns on the enemy, and not have it coupled with an already highly damaging attack.
  • Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
    Because this ability could be used multiple times against off balance targets, it provided too much of a resource sustain bonus. To alleviate the issue, we set its cost to that of other proc abilities like Crystal Fragments.
  • World in Ruin:
    • This ability no longer increases the damage of Poison area of effect abilities by 3/6%. It now reduces the Stamina cost of all Poison abilities by 12/25%. The Flame bonuses of this passive remain unchanged.
      Since there are so few Poison AoE abilities, this passive didn’t feel very impactful. This change is aimed at helping Stamina Dragonknights’ sustain in a unique manner.
    • Fixed an issue where this passive was not reducing the cost of Trapping Webs and its morphs.

Draconic Power

  • Dragon Leap: Fixed an issue where this ability and the Take Flight morph did not improve as they ranked up.
  • Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
    This change was made to help standardize the range of all DK melee attacks. It also matches the melee light attack range to the range of their abilities. This additional range helps distinguish melee DKs from other melee classes.
  • Spiked Armor
    • Hardened Armor (morph): Increased the duration of the damage shield from this morph to 6 seconds from 2.5 seconds.

Earthen Heart

  • Ash Cloud: Increased the healing done by approximately 50%.
    • Cinder Storm (morph): Increased the healing done by approximately 60%.
    • Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.
      With these changes, Ash Cloud and its morphs will now provide a much larger impact than previously, and will be more in line with other class based area of effect duration abilities, such as Lightning Splash.
  • Molten Weapon
    • Igneous Weapon (morph): Fixed an issue where this morph did not improve as it ranked up. It will now increase by 1 second per rank.
  • Obsidian Shield: Reduced the health scale of this ability and its morphs to 8% from 10%, and reduced the shield bonus for the caster of Igneous Shield from 200% bonus to 150% bonus.
    With these changes, Obsidian Shield and its morphs should be roughly equivalent in power as they previously were, now that armor applies to them.
  • Fragmented Shield (morph): Fixed an issue where recasting this morph would not fully refresh the damage shield value.
  • Petrify
    • Shattering Rocks (morph): Updated the tooltip of this morph to indicate it deals damage.

Nightblade

Assassination

  • Assassin’s Blade: Increased the cost of this ability and its morphs by approximately 30%.
    This execute was significantly cheaper than any other in the game, and was part of the reason that Nightblade DPS was higher than intended.
  • Mark Target
    • Piercing Mark (morph): Decreased the duration of the detection effect to 5 seconds from 30 seconds. The duration of the Major Fracture and Breach effects remain unchanged.
  • Grim Focus:
    • Fully-Charged Heavy Attacks now grant 2 stacks towards the spectral bow proc for this ability and its morphs.
    • The spectral bow proc is no longer free, and costs half the amount of a regular Grim Focus.
      This ability was too productive for the amount of damage and effective resource management it provided, and was another part of the reason that Nightblade DPS was too high.
  • Fixed an issue where you could generate stacks towards the spectral bow proc through unintended means.
  • Added a brief minimum travel time to the Assassin’s Will proc of this ability and its morphs.
    This change was made to ensure you have a brief window to react to this powerful attack when the caster uses it in close combat quarters.

Shadow

  • Consuming Darkness: Fixed an issue where this ability and the Bolstering Darkness morph did not improve as they ranked up. The duration now improves 0.5 seconds per rank.
  • Path of Darkness: This ability no longer deals damage. It now grants Major Expedition to you and your allies on the path, and for up to 2 seconds after leaving it.
    • Twisting Path (morph): This morph now adds damage. The damage value is the same as what is currently on Live.
    • Refreshing Path: This morph now adds healing. The healing value is equal to the damage value of Twisting Path.
      This change to Path of Darkness is aimed at helping each class bring something unique to the party.
  • Shadow Image: Fixed an issue where the Shadow Image’s summoned monster would despawn or teleport to unreachable places if you went out of a certain range. The Shadow Image will now never move from their original placement.

Siphoning

  • Drain Power
    • Power Extraction (morph): Increased the damage done by this morph by approximately 25%.
      We wanted to give a better distinction of the Power Extraction morph since the upgrade tooltip states it gets a damage increase. The damage difference between these morphs should be much more noticeable.
  • Siphoning Strikes: Fully charged Heavy Attacks now restore twice the amount of Health and resources for this ability and its morphs.
  • Strife: Reduced the damage done by this ability by half, but it now also heals for 50% of the damage done and can now target you or any ally. The total healing amount remains unchanged.
    • Swallow Soul (morph): This morph now doubles the damage, but decreases the heal to 35% of the damage done and can only target you. The passive Minor Vitality effect has been removed.
    • Funnel Health: This morph will now always heal you in addition to an ally.
      For the Swallow Soul morph, we wanted to retain the current functionality of dealing high damage, while also providing healing utility to yourself. The amount of healing provided to the group with Strife was so high that there wasn’t enough tradeoff with the morph choice. Now you can still get that super powerful group utility as before, but now it comes at a cost of reduced damage.

 

Sorcerer

Dark Magic

  • Crystal Shard
    • Crystal Fragments (morph):
      • The icon on your action bar now changes when you have an instant-cast proc.
      • Fixed an issue where using the instant-cast proc would cause you to stop blocking, and would prevent you from taking other actions for 0.2 seconds.
      • Increased the damage of the proc from this ability to 20% from 10%.
      • This ability’s proc now has a very brief minimum travel time before it hits your target.
      • You can no longer get a Crystal Fragment proc while you are not actively engaged in combat.
  • Dark Exchange: This ability and its morphs now restore 3600 Magicka instantly, previously 4696, and an additional 2400 over 20 seconds. Total resources restored has been increased by approximately 2%. The Health restored remains unchanged.
    We want Sorcerers to be strategic about how they maximize their resource return from this skill, while maintaining the powerful feel of seeing resources shoot up after completing the cast time. This ability will now restore more total resource than previously, but requires better timing to maximize.
  • Dark Deal (morph): This morph now also has a cost reduction bonus as its morph effect.
  • Rune Prison:
    • This ability and its morphs now stun the target after 1.2 seconds; a new visual effect will display on the target to indicate this effect. The initial application of this effect cannot be dodged, but if the target is dodging after 1.2 seconds they will avoid the stun.
    • Increased the duration of the stun to 3 seconds from 2 seconds.
    • Rune Cage (morph): Increased the damage done if the target fails to use Break Free before the stun ends by approximately 22%.
      We wanted to clearly telegraph when this stun is coming since it doesn’t use a projectile to indicate when it applies. You should now have some time to respond or prepare defenses.

Daedric Summoning

  • Bound Armor: Increased the bonus to block mitigation granted by this ability and its morphs to 36% from 20%.
  • Conjured Ward: The total strength of this ability is now limited to 50% of caster’s max health.
    • Hardened Ward (morph): This morph now only ranks up the damage shield strength, instead of shield strength and caster self-shield bonus.
      We want players to make interesting choices when making damage shield builds. These builds now require a balance of offensive and defensive stats, where previously a damage shield user could go for all offensive stats and also get a large damage shield that mitigated the fact that they had low max health.
  • Daedric Curse
    • Daedric Prey (morph): Decreased the cost of this morph by approximately 20%.
  • Summon Unstable Familiar: Decreased the cost of the special attack from this ability and the Volatile Familiar morph by approximately 15%.
    • Summon Unstable Clannfear (morph): Decreased the cost of the special attack from this morph by approximately 33%.
  • Summon Winged Twilight
    • Summon Twilight Tormentor (morph): Decreased the cost of the special attack from this morph by approximately 15%.
      These abilities were too costly for their overall impact and frequency of casting. This should increase the damage of Sorcerer pets.

Storm Calling

  • Boundless Storm: This ability now grants Major Expedition for a maximum of 4 seconds instead of 7.5.
    As noted above, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn’t include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.
  • Mages’ Fury:
    • Fixed an issue where this ability could be cast on corpses.
    • Fixed an issue where the execute explosion would sometimes not trigger correctly when the target fell below 20% Health.
    • Fixed an issue where casting this ability would aggro monsters before actually dealing damage.
    • Fixed an issue where you could cast this ability on a target you did not have line of sight on.
    • Fixed an issue where using this ability was not counting towards the Expert Mage passive.
  • Overload:
    • This ability and its morphs no longer grant a third ability bar when toggled on.
    • Weapon abilities can now be used while in Overload mode, and are no longer hidden.
    • You can no longer generate any Ultimate while this ability is toggled on.
    • You can now toggle this on when you have 25 Ultimate or more, previously 75 Ultimate.
    • Light and Heavy Attacks are now off the global cooldown and can be woven with other abilities.
    • Decreased the damage of the Light Attack by approximately 50%.
    • Increased the damage of the Heavy Attack by approximately 60%.
    • Power Overload (morph): This morph now specifies the bonus range and radius for the Light and Heavy Attacks.
      We want Sorcerers to feel like they have access to their full arsenal while in Overload mode. This ability is updated to better integrate with other abilities. As soon as you Overload light attack you can cast an ability, just like the light attacks of any other weapon set.

Templar

Aedric Spear

  • Blazing Shield: Reduced the amount of damage that this ability deals from a maximum of 42% of the shield size to 30%.
    Since shields now scale with your Armor, we wanted to ensure this ability wasn’t doing too much for its cost and effectiveness. The shield should now absorb more damage, but its total damage dealt has slightly decreased to compensate.
  • Piercing Javelin
    • Binding Javelin (morph): This morph now knocks the enemy down instead of knocking them back.
      This change was made to help ensure Stamina melee builds are able to continue to hit their targets after activating Binding Javelin. Ranged stamina builds still have access to a knockback with Scatter Shot. (See below for additional changes to Scatter Shot).
  • Puncturing Strikes:
    • Increased the damage dealt to the closest target by approximately 8%, which also applies to its morphs.
      This damage increase should now have this ability and its morphs more in line with other spammable abilities accounting for the fact that channeling results in less Light Attacks and enchantment procs. We want to make sure Melee builds are adequately rewarded for the extra amount of risk they are undertaking.
    • While channeling this ability and its morphs, your character will now always orient the direction of the area of effect towards your reticle. This also allows you to turn and damage enemies with these abilities while you are rooted.
  • Radial Sweep
    • Empowering Sweep (morph): This morph now deals Physical Damage instead of Magic Damage, and also now grants Major Protection for 6 seconds, plus 1 second for each target hit.
    • Crescent Sweep (morph):
      • This morph now deals Magic Damage instead of Physical Damage.
      • This morph now applies the frontal cone damage bonus to the initial hit and all subsequent ticks (was previously the initial hit only), but the damage bonus has been reduced to a 60% bonus from 66%.
        As stamina builds already have a bursty option with Dawnbreaker, we wanted Magicka Templars to have access to a similar option with Crescent Sweep. The change to Magicka damage, along with the increased overall damage, will now provide that option. Keep in mind this still requires targets to be in front of you when it hits!
  • Spear Shards: Increased the damage done by this ability and the Luminous Shards morph by approximately 67%.
    • Blazing Spear (morph): Increased the damage done from this ability by approximately 60%.
      This skill should now be more in line with other class area of effect damage over time abilities, such as Lightning Splash, and have more interesting choices between the two morphs.
  • Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability.
    We wanted to retain the defensive flavor of this passive while making it applicable to more of the Aedric Spear skills. The previous version wasn’t effective with Puncturing Strikes and Focused Charge because they can’t be used while blocking. Damage shield mitigation doesn’t include block, so Sun Shield also wasn’t useful previously with this skill.
  • Sun Shield
    • Blazing Shield (morph): Fixed an issue where casting this morph would aggro neutral monsters around you.

Dawn’s Wrath

  • Backlash: Increased the cost of this ability and its morphs by approximately 5%.
  • Radiant Destruction: Decreased the channel time for this ability and its morphs to 1.8 seconds from 2.8 seconds; the damage done has been decreased by approximately 15% and cost by approximately 35%. The total damage per second and cost per second should remain relatively unchanged.
    This change allows the Templar more opportunities to integrate damage over time effects into their rotation during the execute phase, while retaining the powerful level of Radiant Destruction. The reduction of time spent casting should help Templars’ execute phase feel more engaging for the caster since they can now devote more time to maintaining other abilities.

Restoring Light

  • Honor the Dead: Added a visual effect to the Magicka restore.
  • Restoring Aura
    • Repentance (morph): Different Templars can now repent the same corpse.
  • Rune Focus: Reduced the cost to match the Channeled Focus morph.
    • Restoring Focus (morph): This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection.
      Minor Protection was moved to the Spear Wall passive to retain the total damage mitigation for tanky Templar playstyles.

Warden

Animation Companions

  • Advanced Species: Increased the bonus to damage done for each Animal Companion ability slotted to 3% at rank II, previously 2%.
  • Betty Netch:
    • Increased the resources restored by this ability and its morphs by approximately 40%.
      This ability now restores the same resource per second of other abilities such as Channeled Focus.
    • Fixed an issue where the beam visual effects would not display if you recast the ability or its morphs.
  • Dive
    • Cutting Dive (morph): This morph now also reduces the cost as a morph effect.
    • Screaming Cliff Racer (morph): This morph no longer has a minimum range requirement to obtain part of the 15% damage done bonus. Every meter you are away from the target adds 1% damage done, up to a maximum of 15%.
      We wanted to maintain the feel of getting more effect from being further away from the target, while supporting key damaging skills that require closer distance such as Wall of Elements.
  • Falcon’s Swiftness: Fixed an issue where part of the visual effects from this ability and its morphs was still visible to enemies even when you were hidden.
    • Bird of Prey (morph): The Minor Berserk buff is now granted at all times while this morph is slotted.
    • Deceptive Predator (morph): The Minor Evasion buff is now granted at all times while this morph is slotted. This morph no longer grants an increased duration to the active Major Expedition and Major Endurance buffs.
      The goal of this change is to help reduce buff management for Wardens. You can now activate this ability reactively in situations where movement speed is needed, instead of having to keep the effect up 100% of the time.
  • This ability now grants Major Expedition for a maximum of 4 seconds instead of 10 seconds.
    Again, as noted previously, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn’t include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations.
  • Feral Guardian: Decreased the damage done by the bear summoned from this ability and its morphs by approximately 30%.
    We want Wardens to have more options with which Ultimate they select. Previously, if you didn’t use the Feral Guardian Ultimate, your damage was lower than other classes. We have redistributed power from this skill into the Advanced Species passive so all abilities will deal more damage, including a different Ultimate if desired. Net DPS when using the Feral Guardian should be about the same, and DPS will go up if you were using a non-bear ultimate.
  • Scorch: Reduced the cost of this ability and its morphs by approximately 25%.
  • Swarm: Increased the cost of this ability and its morphs by approximately 30%.
    With the increase to Betty Netch resource restore and reduced Scorch cost, we were able to get Stamina Wardens into a health place for average drain rate per second, but Magicka Warden was too inexpensive. This made Swarm the perfect ability to adjust as it’s Magicka only and was extremely inexpensive.

Green Balance

  • The Warden’s healing abilities will now prioritize targets without Minor Toughness if both targets are at the same health.
  • Maturation: The Minor Toughness granted by this passive now applies even if the target was completely over-healed, and its duration has been increased to 10/20 seconds from 5/10 seconds.
    The goal of this change is to ensure that all types of Wardens now have the ability to bring Minor Toughness to the group.
  • Nature’s Grasp: This ability can now target your Feral Guardian and its morphs.

Winter’s Embrace

  • Arctic Wind
    • Arctic Blast (morph): This morph now fires a projectile that stuns the target in addition to healing you. It requires an enemy target to cast the ability. This ability also no longer deals damage over time based on your maximum health.
  • Impaling Shards: Fixed an issue where the visual effects of this ability and its morphs did not persist for the full duration of the effect.

Weapon

Two Handed

  • Forward Momentum: Reduced the duration of the snare immunity from this ability to 4 seconds from 8 seconds.

Dual Wield

  • Blade Cloak: This ability and its morphs now grant Major Evasion.
  • Quick Cloak: This ability now grants Major Expedition for a maximum of 4 seconds instead of 5 seconds.

Bow

  • Arrow Spray
    • Acid Spray (morph): Fixed an issue where the damage over time from this morph was breaking the invisibility of Shadow Cloak.
  • Hasty Retreat: This ability now grants Major Expedition for a maximum of 4 seconds instead of 5 seconds.
  • Scatter Shot: Increased the range of this ability and its morphs to 28 meters from 10 meters.
    The range was increased to be more in line with the other Bow abilities and now fits better into rotations at range.

Destruction Staff

  • Impulse: Increased the damage done by this ability and its morphs by approximately 25%.

Restoration Staff

  • Steadfast Ward
    • Healing Ward (morph): Removed the initial heal from this ability.
The change affecting the Forward Momentum, Quick Cloak, and Hasty Retreat abilities is the same movement speed changes noted previously, and the desire to have variability in the positive and negative directions during combat.

Armor

Light Armor

  • Annulment: The total strength of this ability is now limited to 40% of the caster’s health.
    • Dampen Magic (morph): This morph now also increases the shield cap to 50% of your Max Health, previously 40%.
      As noted above, we want players to make interesting choices when making damage shield builds. These builds now require a balance of offensive and defensive stats, where previously a damage shield user could go for all offensive stats and also get a gigantic damage shield that mitigated the fact that they had low max health.
    • Harness Magicka (morph): Fixed an issue where this morph was double dipping with its Magicka return based on the Light Armor worn.
  • Evocation: This ability now also increases your Magicka Recovery by 2/4% per piece of Light Armor worn, in addition to reducing the cost of Magicka abilities by 1/2% per piece of Light Armor worn.
  • Recovery
    • Renamed this ability to Grace.
    • This ability’s old effects have been merged into the Evocation passive.
    • It now reduces the effectiveness of snares applied to you by 1/2/4% per piece of Light Armor worn, and reduces the cost of Sprint by 1/2/3% per piece of Light Armor worn.
      We want Light and Medium armor to have a mobility advantage over Heavy Armor without using penalties to make Heavy Armor feel slow. Medium Armor already has faster sprinting, while Light Armor wearers now can sprint for longer and also isn’t affected by snares as strongly.

 

Medium Armor

  • Agility: Increased the Weapon Damage bonus to 7/15% from 6/12%.
  • Evasion: Reduced the cost of this ability and its morphs by 15%.

Heavy Armor

  • Immovable: Reduced the cost of this ability and its morphs by 15%, and reduced the duration of the crowd control immunity buff granted to 4 seconds from 5 seconds.
The cost of the Evasion and Immoveable abilities was much higher than similar abilities like Spiked Armor and Blur.

World

Werewolf

  • Devour: Different Werewolves can now devour the same corpse.
  • Savage Strength: Fixed an issue where this passive ability was not actually increasing your Spell and Physical Resistance.
  • Werewolf Transformation: Fixed an issue where the transformation from this ability and its morphs was being removed from you if you zoned into a new area.
    • Pack Leader (morph): Fixed an issue where using a Heavy Attack against an enemy would not cause your Direwolves to target that enemy.

Guild

Fighters Guild

  • Silver Bolts
    • Silver Leash (morph): Fixed an issue where you could not cast this morph while you were silenced.

Mages Guild

  • Meteor: Fixed an issue where the morphs of this ability would cause your character to slide on the ground when knocked back.
  • Volcanic Rune: Fixed an issue where your character could slide on the ground after being knocked by this ability.

Psijic Order

  • Imbue Weapon: Decreased the cost of this ability and the Crushing Weapon morph by 5%.
    • Elemental Weapon (morph): Increased the cost of this morph by 10%.

Undaunted

  • Bone Shield: Reduced the effectiveness of the Bone Wall and Spinal Surge Synergy granted by this ability and its morphs to 50% from 100%.
    With the changes to shields now accounting for your armor, we wanted to ensure these shields could remain just as potent as before, but you would need to allocate more resources in doing so.
  • Inner Fire
    • Inner Beast (morph): Fixed an issue where you could not cast this morph while you were silenced.

Alliance War

Assault

  • Reach: This ability now only affects abilities that have a 28 meter range or more, previously 15 meters.
  • War Horn: This ability and its morphs no longer grant Minor Toughness.
    This Ultimate was providing too much power relative to other available choices. The Minor Toughness buff will still be available from the Warden class.

Champion System

The Apprentice

  • Spell Precision: Decreased the Spell Critical Strike Chance granted to 9% from 12%.

The Ritual

  • Precise Strikes: Decreased the Weapon Critical Strike Chance granted to 9% from 12%.
    These changes were made to keep damage and critical strike rates in line after the increased changes to Minor Prophecy/Savagery.

The Shadow

  • Befoul: Fixed an issue where placing points into this Champion ability was not updating the tooltip of some Major and Minor defile abilities.

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General

  • Fixed an issue where a Bind on Equip weapon on your secondary weapon bar would not be bound until you weapon-swapped to that bar. Now, when you equip a Bind on Equip weapon, it will immediately bind – whether or not you are currently using that weapon bar.
  • Decreased the effectiveness of poisons that increase Magicka and Stamina costs to a 10% cost increase, previously 30%.
  • Item sets will no longer proc when firing Siege at destructible objects or other siege weapons.

Glyphs

  • Absorb Stamina Enchantment: This glyph now deals Physical Damage instead of Magicka Damage.
  • Crusher: This glyph now always prioritizes the highest value debuff on the target. A lower value Crusher enchantment proc cannot overwrite a higher value one.
  • Weakening: This glyph now always prioritizes the highest value debuff on the target. A lower value Weakening enchantment proc cannot overwrite a higher value one.

Item Sets

  • Reduced the duration of the Major Expedition buff granted from some item sets to 8 seconds from 20 seconds. The affected item sets include:
    • Dreugh King Slayer
    • Quick Serpent
    • Vicious Serpent
      With the pass on the accessibility to the Major Expedition buff, we wanted to ensure there were sets that wouldn’t allow players to keep this buff active all the time without high trade off or big requirements.
  • Fixed an issue where healing ability tooltips were not being updated when you had an Item Set bonus that increased healing done.
  • Affliction: Fixed an issue where the damage from this Item Set was being mitigated by the target’s Spell Resistance instead of their Physical Resistance.
  • Arms of Relequen:
    • Fixed an issue where the damage over time from this item set and the perfected version would break your character out of stealth.
    • Fixed an issue where the damage over time effect from this Item Set could proc other abilities and Item Sets that trigger on melee damage.
  • Balorgh: Fixed an issue where some Ultimates were not working with this item set.
    • Note: Overload still should not proc Balorgh.
  • Hist Bark:
    • Fixed an issue where this item set could stack with other sources of Major Evasion. This set will now override and replace any active Major Evasion when you activate block.
    • Fixed an issue where you could get Hist Bark to temporarily persist without blocking.
  • Impregnable: Reduced the maximum bonus of this item set’s Critical Resistance to 2000 with 5 pieces of gold quality from 2500.
    This set was reducing damage far more than any other set in the game and limiting gear diversity for defensive sets. This change still retains the power of the set while bringing it more in line with other defensive sets, since this still only reduces damage from Critical Strikes rather than all damage taken.
  • Jorvuld’s Guidance: Fixed an issue where this Item Set was not increasing the duration of the Major Protection buff from the Remembrance morph.
  • Leki’s Focus: The damage reduction no longer stacks additively with Minor/Major Evasion.
  • Mantle of Siroria: Fixed an issue where weapon swapping out of this Item Set’s 5-piece bonus was causing you to lose the Spell Damage bonus.
    • This fix also applies to the Perfected version of the Item Set.
  • Maw of the Infernal: Fixed an issue where the damage area of the Daedroth’s Fiery Breath ability was smaller than the visual effect area.
    The damage area radius was increased by approximately 100%, and the cone width was increased by 20%.
  • Merciless Charge: Fixed an issue where the damage over time effect from this Item Set could critically strike.
  • Pirate Skeleton: Fixed an issue where the appearance change from this Item Set was not lasting the full duration if you were also wearing the Jorvuld’s Guidance Item Set.
  • Powerful Assault: Fixed an issue where the proc from this Item Set would only apply to your group members, and not just any ally.
  • Robes of Destruction Mastery: This item set will no longer drop non-Destruction Staff weapons.
  • Stinging Slashes: Reduced the bonus granted to each tick of Twin Slashes to 1350 extra damage from 1500.
  • Thurvokun: Fixed an issue where the Minor Defile debuff applied was only reducing healing received and not also Health Recovery.
  • Vestment of Olorime: Fixed an issue where some player abilities and dungeon boss synergies were incorrectly proccing this Item Set.
  • Vykosa: Fixed an issue where this Item Set would not proc Major Maim if the target was taunted by the Tormentor Item Set proc.
  • Winterborn: Fixed an issue where the snare effect from this Item Set was bypassing snare immunity.

 

 

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