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Dark Brotherhood DLC


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#1 Нээрэ

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Отправлено 11 Май 2016 - 23:43

Огромный пост от Вробеля с описанием изменений боевой механики и некоторым количеством патоки.

 

In this thread, we would like to give you some insights for some of the major combat changes in the Dark Brotherhood update. We are excited to get these changes into your hands, and hope you’ll hop on PTS to see them in action for yourself! When giving your feedback, it’s most helpful to us when you support your ideas with specific details, math, and logic.

Heavy Armor
A pillar of the ESO experience is freedom of exploration and being able to play how you want. We want you to create characters that are fun, while still being successful in combat. To support this goal, all three armor types need to be effective in multiple situations. Our changes to Heavy Armor focused on giving more resources and more damage, while retaining the feel of a character in heavy armor. We also needed to be careful of not invalidating light or medium armor usage; All 3 armor types must be desirable. This means Heavy Armor needs to be useful for tanking, but also effective at dealing damage. It’s a fine line to walk. To achieve this, we added a new passive that gives increased Weapon and Spell damage, but only when you are hit. This, in addition to the resource gains from Constitution, help distinguish the heavy armor playstyle from light and medium. The longer the battle goes and the more hits you take, the more of an advantage you accumulate. This makes using elemental spells, heals, or melee attacks in full heavy armor powerful. Heavy Armor has more resources and damage than before, but it’s still less than that of light or medium armor. Light and medium armor give you a little more damage and resources, while Heavy Armor gives you a little more survivability. Simply equipping Heavy Armor doesn’t make you an unkillable fortress, and wearing all light armor doesn’t make you a piñata. However, other customization options such as Enchantments, Traits, the Champion System, and attribute point spends will move you in the direction of your choosing.

Charges
For player abilities, reliability is our top priority. We have continued to improve the reliability and responsiveness of charge abilities (specifically Focused Charge, Critical Charge, Shield Charge) over the past few updates. Issues where you couldn’t activate an ability or weapon swap immediately after charging were fixed. With this update, we’ve worked to make charges fire more reliably when on uneven terrain. This issue was caused by having to wait for the server to calculate a path between the caster and target before starting the movement, and often times this calculation was failing. We’ve changed how charges work under the hood so you can now charge up hills and down stairs. In order to increase the reliability of these abilities, we’re also allowing you to charge across gaps in terrain. There is still a height restriction, so you won’t be able to charge up a keep wall. Our goal is to have abilities firing consistently while also maintaining as much realism as possible. We'll have additional fixes for this going into the next PTS update. Please provide us with as much detail as possible if you are still having issues with these abilities.

Damage Shields
Damage shields are extremely powerful because they allow you to build your character fully towards offense while still retaining a strong defense. When adjusting damage shields, it was important to us that they remained powerful abilities that players love to use. We also wanted to maintain the diverse range of shield strengths in the game to avoid homogenization. Some damage shields like the Tri Focus Frost Staff passive give small damage shields, the Magma Shell ultimate gives an entire health bar, and Steadfast Ward gives a dynamic value based on the target’s health

Ultimately, we want to see you commit to being either offensive or defensive when using damage shields, instead of both simultaneously. Decreasing the duration of all damage shields to 6 seconds means that they are just as powerful for stopping high amounts of burst damage. However, there is now less safety with the decreased duration and more skill is required to activate damage shields at the correct time. If you spend 6 seconds trying to finish off someone and get a kill, your shields will drop and you’ll be vulnerable to a counter attack. This change allows damage shields to be strong, lets you continue stacking shields if you wish, but is much more challenging to play offensively at the same time.

Vampire
We wanted the cool thing about Vampirism to be managing the disease. That means adding a reason to be in each stage, and making it easier to manage stages. Now, each stage makes you more vulnerable to Fire damage, but gives you cheaper abilities and activates more passives. This means there’s a reason to be stage 1, but there’s also a reason to be stage 2, 3, or 4 depending on your risk tolerance to Fire damage. Since stage 1 means you take no bonus damage from fire, it’s a great option when running a scorching dungeon like City of Ash. Stage 4 gives maximum cost reduction on abilities and full power from all passives, so it’s great when the fires are out. Stages are now 6 hours long, so you have plenty of time to complete a dungeon in your desired stage.

To give more control over vampirism stages, you can now activate a vampire ability to remove 30 minutes from the timer. Each ability activation plunges you deeper into vampirism, so use them carefully.

To go hand in hand with the updates to how vampire works, we’ve also updated the abilities and made them more powerful. Mist Form removes roots currently on your character, making it much easier for vampires to escape sticky situations and helps combat players who use multiple snares. Drain Essence now heals for much more, but it continues to “snapshot” your health value on activation. This mean if you cast the ability at high health, it will heal you for a small amount, even if your health dips low. If you activate it when you are very low health, it will provide a strong heal every tick, even if you receive healing from another source. This helps provide the feeling we are looking for with vampire: High risk, high reward.

Fighters Guild
The Fighters Guild abilities were previously pretty niche and only useful in specific situations. We wanted to make them more broadly applicable, in the same way the Mages Guild is useful for all Magicka-based players who have always had more options in choosing skills. We wanted to broaden the toolkit for stamina, and now Fighters Guild abilities are useful for all stamina characters. At the same time, we also wanted to keep the flavor and personality that Fighters Guild offers. The first step we took was to remove the Undead or Daedra requirement from all abilities and make them deal their bonus effects to all types of enemies. To keep the monster hunter theme, we put a 20% damage bonus to Undead and Daedra on the Skilled Tracker passive. To make these all useful for stamina builds, we changed their damage type to physical so they scale with armor penetration, weapon critical, and the Champion star Mighty. We’re expecting to see a lot more players using Fighters Guild abilities specifically in overland, dungeon, and PvP areas.

Improved Item Traits
Every part of a boss fight should feel awesome in ESO. Combat is fluid and the bosses have a lot of cool abilities, but sometimes the loot can be disappointing. We want all item traits to be useful, and bosses to have more loot. Farming a boss for item drops is great for players who want to collect every set, or players looking to get a specific set with a specific trait. For example, the Exploration trait was a clear choice for redesign since the world is a finite size, and eventually it’s all revealed. We also wanted all traits to exclusively have combat bonuses. Exploration isn’t something you used while fighting monsters, just when running around. All of the newly updated traits are effective while in combat. Training is another example of a trait that, previously, could become less desirable as you progress through the game. Now, it increases XP from kills, so it will continue to help you progress after level 50 and your skill lines are maxed. Some traits like Divines and Infused Armor are already popular so we left them as-is. With this update, high-level content will be dropping items more frequently and with a wider variety of items. Maelstrom Arena now gives a guaranteed set drop after every level, and Sanctum Ophidia will give a set drop for every boss kill. Overall, expect to see set items dropping more frequently and in a greater variety of traits.

The combat team will continue throughout PTS working on bug fixes, balance, and polish of these new features. We'd love it if you hopped on PTS and let us know what you think.

 

 


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#2 Boadrig

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Отправлено 12 Май 2016 - 00:57

High risk, high reward.
 

 

Ну да, понерфил в пол донбрейкер и камуфляжхантер, и из этой фразы можно смело исключить слово "риск".


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#3 Нээрэ

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Отправлено 13 Май 2016 - 11:06

Еще один горячий привет нашим танкам от Вробеля

 

Live vs PTS Block Costs
In general, we feel that if you decide to hold block against all attacks, it should require a significant investment. To help explain this, let’s start with a mathematical peek at how low you can get block costs on Live versus what's currently on the PTS. In this exercise, we're using a fully-optimized character wearing 7 pieces of gold-quality heavy armor, 3 purple jewelry with block cost reduction, and the full 25% block cost reduction through the Champion System. The first 2 examples assume you are getting hit every half second, while the 3rd example is representative of a boss fight where you are getting hit once a second. As bosses usually hit less frequently, this is intended as a worst case scenario.

While reviewing these examples, please keep the following points in mind:

  • Fortress, Bracing, and Defensive stance bonuses are additive
  • Block cost has a cooldown of 0.5 seconds - No matter how many monsters are attacking, you can block every single attack and will only be charged every half second.
  • To calculate Constitution’s stamina return relative to block costs, we need to figure out how much stamina is being returned every half second. Constitution gives 346 stamina every 4 seconds, which equates to 43 every half second. We can then subtract that 43 from the amount each block is charging you since you are being charged that block cost every half second.

Live
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x purple block cost enchantments: 1620 – 191x3 = 1620 – 573 = 1047
Fortress, Bracing, and Defensive Stance: 1047 * 0.42 = 440
Constitution: 440 – 43 = 397

PTS
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x purple block cost enchantments: 1620 – 191x3 = 1620 – 573 = 1047
Fortress and Defensive Stance: 1047 * .56 = 587
Sturdy x1: 587 * .96 = 563
Constitution: 563 – 163 = 400

PTS – Boss Fight
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x purple block cost enchantments: 1620 – 191x3 = 1620 – 573 = 1047
Fortress and Defensive Stance: 1047 * .56 = 587
Constitution 1 second: 587 – 326 = 261

Assuming the worst case scenario where you get hit exactly every half second, you only need 1 piece of Sturdy gear equipped to keep the current block costs. This means you now have the option to wear 8 pieces of Sturdy to get even lower costs. We’re not trying to force Sturdy on tanks, but more to give an option for players who block a lot and need more stamina recovery. Tanks who are getting hit every second on average will actually be able to block more with the upcoming changes in Dark Brotherhood, and that’s without having any Sturdy items equipped. Also note that you’ll have additional magicka with the updated Constitution passive to help you use more utility abilities while tanking:

DB Constitution value = 1305
Live Constitution value = 346
1305 – 346 = 959 / 2 seconds = 480 additional magicka every 2 seconds

Champion System
We recently moved the block cost reduction from the Steed tree to the Shadow tree. This change was made to give more options in customizing your defenses, and help reduce the amount of time spent blocking. When spending Warrior points, you don’t need to invest in block cost; you can now consider increased healing taken, stronger damage shields, or more damage reduction. Let’s dive into how this will affect the stats of a character with 501 Champion Points who is trying to maximize their block time and damage resistance:

Live - Warrior
100 Block Expertise – 25% Block Cost Reduction.
33 Hardy – 11.5% Reduced Poison, Disease, and Physical Damage.
34 Elemental Defender – 11.8% Reduced Flame, Frost, Shock, and Magic Damage.
Unique unlocks the PTS build does not have (Invigorating Bash, Phase, Shield Expert)

Live - Thief
100 Warlord – 16% Cost Reduction Stamina abilities
67 Magician – 12.6% Cost Reduction Magicka abilities
Unique unlocks the PTS build does not have (Mara’s Gift, War Mount)

PTS - Warrior
83 Hardy – 21.9% Reduced Poison, Disease, and Physical Damage reduction.
84 Elemental Defender – 22.1% Reduced Flame, Frost, Shock, and Magic Damage.
Unique unlocks the Live build does not have (Critical Leech, Unchained)

PTS - Thief
100 Block Expertise – 25% Block Cost Reduction.
67 Warlord - 12.6% Cost Reduction Stamina abilities.
Unique unlocks the Live build does not have (Fortune Seeker, Merchant Favored, Treasure Hunter)

The average ability cost is 2700 resources. That’s going to be reduced to 2268 when maxing out the Magician Champion star, or 2365 with lesser investment. If you cast an ability every 2 seconds, you will end up with more magicka after the Dark Brotherhood changes because Constitution is giving more magicka. The difference in only putting 67 points in Magician is 2365 – 2268 = 97 magicka (480 every 2 seconds from Constitution – 97 every 2 seconds nets you 383 magicka every 2 seconds). Even if you put no points in Magician, you still end up with more magicka because of the Constitution buff. Magician gives 2700 – 2268 = 432 magicka (480 every 2 seconds from Constitution – 432 magicka from Magician = 48 magicka every 2 seconds). Overall, you have more magicka and more defense if you choose to put Warrior Champion Points into Hardy and Elemental Defender. Putting 83 points into these stars instead of 34 nets an additional 10% damage reduction.

Two of the most influential passives for tanks are Shield Expert and Unchained. The resource cost reduction from Unchained is great if you miss blocking a stun attack, or if you get feared/disoriented. The Champion passive Shield Expert gives about 1290 armor and spell resistance all the time. However, this is a great passive that is currently in a tree that is PvP and medium armor focused. To help remedy this, we’re looking into swapping Shield Expert with Resilient so the passive to reduce critical hit damage and the unlock to heal on critical hits are together. This also makes a key tanking unlock more accessible for players with lower Champion Points, requiring 30 Champion Points instead of 75.

Wrap Up
As with all pieces of the ESO balance puzzle, changes to tanking affect players of different types of content, ability loadouts, item sets, and armor weights. With Dark Brotherhood, we’re offering more ways to customize your Tanky character by allowing lower block costs than ever before and providing more flexibility when customizing your defenses. If you don’t want to take advantage of these options, your block cost should remain similar to what it was before the changes. If you still have concerns with tanking after trying out the changes, please leave a detailed reply about your character and the type of content you’re playing.

We'll also be making the following changes before Dark Brotherhood goes live:
  • Fixing an issue where Sturdy is rounding fractions down
  • Fixing an issue where Sturdy is multiplicative with itself instead of additive
  • A more accessible Shield Expert Champion unlock

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#4 Dagmar Black-Tower

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Отправлено 14 Май 2016 - 17:45

Табличка для крафта ядов, тащено отсюда.

 

https://docs.google...._QI0/edit#gid=0

 

Когда это появится на живом сервере, надо будет унести в полезные ссылки.


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#5 Sjorn Sunbeard

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Отправлено 16 Май 2016 - 20:24

Поокучивал я тут на тесте боссов Золотого побережья на предмет добывания асасинского стиля (кроме арены Кватча, там в одиночку никак) и добыл все, кроме перчаток, мечей, ножей и посохов. Скрины прилагаются.

 


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#6 Sjorn Sunbeard

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Отправлено 17 Май 2016 - 22:34

Вдогонку мечи и посохи.


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#7 Dagmar Black-Tower

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Отправлено 17 Май 2016 - 23:28

Посох - это же чесалка для спины!


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#8 Ivar Skylark

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Отправлено 17 Май 2016 - 23:44

Посох - это же чесалка для спины!

Или перчатка на палке  :crazy:


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#9 Gumbo-at-Sohet

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Отправлено 19 Май 2016 - 03:21

Эх, куда не ткни все "не мое". Только "люцернхаммер" и порадовал. Буду бегать с редгардскими вымбовками и зивкинскими кирасами.



#10 Kirrouk Indoran

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    Когда-то где-то что-то точно


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Отправлено 24 Май 2016 - 23:49

Чесалка для спины, я нимагу ))) Этот посох будет популярен! Дизайнеры, наверное, никак не могли придумать концепцию, а потому грустили, пили и грустили... а потом кто-то сказал "а давайте туда прилепим руку, символ же братства, чо!" )))


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#11 Dagmar Black-Tower

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Отправлено 25 Май 2016 - 10:29

Слоты для новых персонажей будут стоить по 1500 корон. Ура, всё-таки не как крыло от боинга.


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#12 Dagmar Black-Tower

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Отправлено 27 Май 2016 - 18:32

Анимации пероналити ассасина.

 


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#13 Нээрэ

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Отправлено 29 Май 2016 - 21:05

https://forums.elder...bags-ap-vendors

 

Текст разрабов про доступные пвпшные сеты.


  • Lyras Delhen это нравится
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#14 Dagmar Black-Tower

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Отправлено 31 Май 2016 - 11:16

Если я всё правильно посчитала, техобслуживание для установки патча начнется сегодня в 13.00. Продлится ориентировочно 6 часов.

https://forums.elder...Comment_3020228


  • Нээрэ это нравится
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#15 Dagmar Black-Tower

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Отправлено 31 Май 2016 - 17:13

Патч пошёл, забирайте.


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#16 Нээрэ

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Отправлено 31 Май 2016 - 17:13

Быстро они. На два часа раньше.


Кто хочет — ищет возможности. Кто не хочет — ищет причины.

#17 Lanailen

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Отправлено 31 Май 2016 - 17:16

Спасибо, что осведомили :)


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#18 Dagmar Black-Tower

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Отправлено 31 Май 2016 - 22:56

Были в пвп, новые иконки и индикаторы здоровья вызывали кровь из глаз  :cry:  Индикаторы, за которыми людей не видно, Карл!

Решительно реквестирую аддон, который возвернёт всё обратно.


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#19 Kirrouk Indoran

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    Когда-то где-то что-то точно


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Отправлено 01 Июнь 2016 - 12:33

Были в пвп, новые иконки и индикаторы здоровья вызывали кровь из глаз  :cry:  Индикаторы, за которыми людей не видно, Карл!

Решительно реквестирую аддон, который возвернёт всё обратно.

 

Всё легко включается-отключается в юзер интерфейсе. Ещё на птс эксперементировала. Там появилась куча новых настроек.



#20 Dagmar Black-Tower

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Отправлено 01 Июнь 2016 - 12:47

Отключается насовсем - это да. Но мне они нужны >_>

А как можно сделать иконки альянсов маленькими, как раньше?


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