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Eso tormentor set
Eso tormentor set






eso tormentor set
  1. #Eso tormentor set how to#
  2. #Eso tormentor set update#

105 on PTS), and a baseline cost of 270 per second (2700+) 14 coefficient potency per second (U35 PTS Combat Feedback & Upcoming Changesdown from. Static over Time effects will return to their original duration of 10-15 second durations, 1 second frequencies, with.

eso tormentor set

105 coefficient potency per second (their scaling modifier divided by time), and a baseline cost of 135 per second (2700+)

  • “Sticky” over Time effects will retain their initial PTS iteration of 20+ second durations, 2 second frequencies, with.
  • eso tormentor set

    We have also adjusted the cost to be higher than those “sticky” abilities but will still cost less than they currently do on the Live servers. Meanwhile, abilities that are bound to a static area, such as Wall of Elements or Spear Shards, will have shorter durations (closer or identical to their current versions on the Live servers) and less Damage per Cast, but more Damage per Second than their “sticky” counterparts. In next week’s patch, abilities that stick to a target (such as Fiery Breath or Lightning Form) will retain their longer duration effects, where they take longer to deal damage at an increased rate per cast, but less per second than what’s currently on the Live servers (i.e., all public servers that are not the PTS). We have taken considerable time to go through and better differentiate standards for Damage and Healing over Time effects based on the type of ability it is. Now, let us go over what you are probably really here for – what we are doing to address these points. The final is how ESO has always been a game about choice, and how global standards can over-define the reality of ability portrayal and can actively harm that idea. The second is how the extension of durations on Area of Effect-based abilities actively harms their effectiveness since their power has been stretched out over a longer period, further increasing their risk of targets not staying in the area. The first is the loss of reactive gameplay with ticking Area of Effect-based abilities, where delayed tick rates make them feel far less reactive to their surroundings and further punish their lack of mobility as such. These mainly pertain to Damage and Healing over Time effects, as we’ve found those have been the focus of the majority of conversations between all types of players. There are three main issues we would like to address with some targeted adjustments in next week’s PTS patch. Let’s quickly go over the main themes we would like to improve on.

    #Eso tormentor set how to#

    The sheer amount of data and in-game application has helped us tremendously to hone in on the problem spaces that the larger sentiments have pointed out, and has also given us a better idea of how to isolate and tackle those problems. Firstly, we would like to thank everyone who has taken the time to go through the changes and hop onto the PTS to get hands-on experience before submitting their feedback.

    #Eso tormentor set update#

    We’d like to update you all on where we are at with the PTS feedback we have seen and our plans of action.








    Eso tormentor set