http://forums.elderscrollsonline.com/discussion/148159/pts-patch-notes-v1-6#latest
Much to long to post the entire thing...
OVERVIEW Welcome to The Elder Scrolls Online v1.6, our sixth and largest major content update thus far! We have many significant new features in store for you.
In this update, we’ve added the first phase of the Justice System. This will allow you to commit criminal actions throughout Tamriel such as theft, burglary, pickpocketing and murdering NPCs. We’ve also implemented the third phase of the Champion System, which introduces Champion Points and an entirely new UI where you can use these points to unlock passive abilities. We encourage you to check out the details below to learn how both these systems will work.
Accompanying the Champion System are gameplay improvements, fixes, and rebalancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed.
You will also notice that there is a new notification when you first log into the PTS asking which country you’re playing the game in. If you’re in a non-PEGI country, you will go straight to the game. If you’re in a PEGI country, there will be new legal text explaining that the rating for the game has changed, and you will need to either accept or decline this change to continue.
Additional new features include the highly-anticipated Provisioning revamp, plus the new Collections UI, improved combat animations, and changes to the Trials Leaderboards. In addition, we have tons of fixes and improvements to all other aspects of the game. We look forward to reading your feedback about everything!
Comments
They still haven't increased the range of siege weapons? Just tweaked damage numbers? Oh well.
edit: I also noticed that they DIDN'T say that Bundles bought in their crown store would be non-tradable though they specifically said the other items are. I guess they will have a type of crown-to-gold conversion after all.
"If I offended you, you needed it" -Corey Taylor
My favorite change so far (still reading)....
Mark Target
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
One of the first bits of really good news. This will make things less zergish. Supporting small teams makes for smarter players taking the lead and really mixing things up. Makes me wana play their BG =-)
Sorcerer pets now are officially viable:
Pets
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Completely missed opportunity to actually fix their system. Still forced into magicka or stamina builds and still forced out of huge blocks of skills because of this choice. Now magicka users have fewer options which flat out break many builds now just to give a few more options to stamina users.
They could have made ALL Skills scale off of highest stat to adapt to EVERY build but instead kept their broken systems that will never allow TES-like variety in builds.
You stay sassy!
Then everyone, EVERYONE would just run stamina. Heck if that was the case you could just eliminate stamina and magicka. Combine them it into one universal resource called "Boooring!"
If everything scaled off the highest, what would be the point of stacking magicka instead of stamina since block, dodge, CC break, stealth. etc. all scale off stamina?
Your idea would just replace the magicka bias with a stamina bias.
It's a system for making choices instead of just being rewarded for random shit. People who know how to use it work all kinds of variety into it. But if you don't think it through, yeah, you can easily gimp yourself.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
And you choosing the status quo while ignoring the shortcomings of the current system AND new changes does nothing to resolved the glaring issues the core mechanics add to this game.
SOMETHING needs changing. Be it finding a happy middle ground or not to resolve issues on boths sides. End result is that these changes do NOTHING for choice. They nerfed some builds hard in order to give Stamina builds a few more choices for a build that Benefits HIGHLY from the dodge, block and sprint mechanics. Magicka builds have a drastically different play style to stamina builds. It is that style of play that draws the players to it. You can live with the drawback of having limited stamina by having spell-like abilities that offered alternatives. These are now being taken away instead of simply offering more choices for stamina users. It is a POOR choice for balancing.
@ing clue in on this and stop wasting my our time missing the point of the argument. Yes this sort of shit pisses me off on message boards. Now you know so you can get back with the program) the end result would be to allow stamina builds more options without hurting magicka builds which are 100% reliant upon skill choices for alternatives to core game mechanics stamina benefits from. You can sprint, dodge and block nearly forever with proper stamina builds ... those mechanics are NOT A LIMITATION TO THEM!!!
Discuss actual fixes to current issues and help out by giving alternatives. You are missing the point of the argument to nitpick individual points.
You stay sassy!
Well your SOMETHING was just a plain badly thought out something for obvious reasons. All skills scale off the highest is just plain dumb.
I have no need to propose alternatives. I know how to work within the system and create good builds.
Proposing alternatives is for people who don't know how to use what they have.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I don't see the virtue of basically combining magica and stamina into one stat, which is what would happen if you made abilities scale off the highest. (You'd be a fool to do anything but pump one stat.)
But...it may be useful to not let the conversation be completely derailed into a shouting match, no?
Overall: looks like almost a complete reset / drastic overhaul of skills. There will be a lot of changes.
We're also getting the first look at the cash shop - soul gems will be level-independent; potions will be better than dropped, in theory worse than crafted. And we'll see a lot of "time saving" things; I predict that there will be a bunch of crafting and experience accelerators. In a world with a low cap this doesn't matter; in a champion system with a high cap, it could.
Doesn't help the magicka NB I've been building Ambush was his go-to ability and hit like a truck. I guess I'll have to explore the virtues of the Lotus Fan AOE now.
My stamina NB, OTOH, is very happy now.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
As I stam NB who uses class abilities for utility, I can still see magicka NBs using ambush for the gap closer and the damage buff. 3 or 4 per skirmish even. I wont have the huge damage for them though.
I'm have all types a secret build bouncing around in my head atm. At the moment I'm not sure how I'd use ambush though. I've been playing a 2h Crit rush build. Awhile back I was playing that build with shadowy image for the port back to 2nd crit rush. I can see a possible Ambush > Port back> Crit rush maybe
I'm disappointed that they didn't allow weapons to be swapped while sprinting.
I've heard from many people that they feel this makes combat feel clunky. While I have gotten use to it, many casuals players have not and are turned away by it. There is a limit of 5 abilities at once, so in pvp you need to constantly switch weapons to use the other 5 slots. It's just needlessly clunky and bad.
Overload got a nice buff by eliminating the GCD on it. Attacks are gonna come out much faster. I don't see why playing pets with overload would hurt at all.
With the removal of soft cap diminishing returns a hybrid stam/magicka build on paper becomes much more viable. For instance as a stam build I'm over charged by nearly 200 stamina. That over charge cost me a good 20 points into stam that I'll be able to place into magicka now if I choose.
I've never heard this complaint, but yeah all you can do while sprinting is sprint. I honestly can't see much of a drawback in you suggestion though.
With that "pure mage" build, you should ignore stamina. While leveling you should probably be allocating magicka and health at a 2:1 ratio (e.g. 10 magicka, 5 health.) Later on when you start using gear sets, you can probably emphasize health more and use item bonuses for the magicka. But that build will never have much use for stamina.
Unlike other classes, sorcerers didn't get any stamina-based morphs with this update.
As to pets... They will still have the disadvantage of needing to have the ability slotted in both bars (all 3 bars if you use overload since overload has its own unique bar while it's active.)
I plan to roll a pet-based sorcerer in the PTS to see how it feels now. As a matter of fact, I plan to play mostly in the PTS for the next while.
The PTS is an extra download of that whole version of the game. If you have the HD space and patience for another 40 GB DL, I'd recommend you do it so you can test the changes. Your characters get copied automatically to that server and you can also get an instant geared max level character there if you want to see what that's like.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Very excited about this update. This brings the game much closer to what I wanted out of an multiplayer Elder Scrolls title.
I was however sorry to see no reference to how guards will react to Vampires and Werewolf players in the Justice System. I'm a WW myself and I'm good with having a down side...
PTS server is up
Torvaldr, I'll be sure to comment on it.
update - I messed around with justice system for about an hour in the daggerfall first city. I leveled the new skill line ledgerman to 2. Just about everything I picked up was considered stealing, from bread to armor. Anything close to an NPC which most things are seems to be theft. It was pretty easy to take the stuff undetected though.
Pickpocketing was tougher. You get a % chance to do it when you are sneaking behind an NPC. most seem to be in the 20%-50% range for me atm. The new skill line gives increase chance as it ranks up. I had a couple at 75% also. If you mess up you gain heat. I was accosted by guards several times. The majority of the time was because I walked up to them not thinking. A few times they chased me down because my heat was so high. For example a couple of the people I tried to pickpocket came after me, so naturally I killed them. My heat rose high because other NPCs saw me. Guards are unkillable, but you can run from them.
If you get away with the stuff you can take it to a fence and sell it or launder it. I was making pretty good money, but after the times I was stupid and got caught it ended up being a wash. I think if I do it better it will be a pretty good source of income.
All in all, it seems to be pretty cool. I'll probably get out a bit more tomorrow and check out some of the other places. I want to find locked houses and such.