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Ilambris weps cheeting

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Preview shows that all weps have fire effect permanently, and when they in sheath too. I purchased the bundle and thought that now my char will be rock-n'rolling with firing blunt behind my back, but i was misrepresented, because firing effect is only when it is ready to cast, without any firing effect when it's behind char's back.
Any thoughts?

UPDATED: The customer support has successfully performed a refund of 2500 crowns for me.

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StamDK still pretty new to BGs, couple frustrations - any advice?

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Hey all so I've been running my medium armor stam DK through battlegrounds and I think its going well for the most part.

I'm having trouble when I run into some other specs so I'm seeking any advice. The one that has really been giving me a headache are those stamblades that either burst you down hit and run style while you are fighting other players, or if you happen to catch them alone - they run like hell and cloak whenever you have the upper hand then just gank you when you focus on other players or the objectives.

I've tried using volatile armor spikes and evil hunter to counter these players but my slow stamDK feels so helpless pinning them down. I feel like I can hold my own if they fight me one on one but I'm having trouble securing the kill because anytime I get the upper hand they disappear, and I mean these guys are fast. For example in the deeping drome map with the tunnels, I was fighting the stamblade by the green spawn, as soon as I was about to start going for the kill he had already ran to the tunnels and disappeared. Then I start engaging the rest of his team and boom, incap > relentless or whatever their gank combo is.

What else as a stamDK can I do to fight these guys? Mostly my trouble again comes from securing the kill on these fleeing opponents.

Second are the super tanky templars/wardens that sit in their trees/runes and eat all the damage and burst I can throw at them. They can't kill me, but I usually can't kill them (unless I catch them already weakened or have help gunning them down) but usually they are able to camp an objective while I'm wailing on them, just long enough for the rest of their sloads wearing, rune cage spamming teammates to come roll me over.

In deathmatch sure I can ignore the tanky players but in the objective modes I am forced to interact with them? I run with a complete PUG and I find myself A LOT fighting 2 or 3 of the enemy team on a flag and getting rolled its so frustrating.

Shield spamming sorcs are a bit annoying but usually not too bad. Sometimes have a hard time securing a kill on them as well.

But I really want to nail these damn Stamblades that run whenever they are losing a 1v1 then come back to full ulti burst gank you when you are fighting their team.

And the tankplars/wardens that camp on objectives with their heals/defenses. Guess you can only do so much when pugging.

Thanks for any advice.

New drink "Artaeum Takeaway Broth" does not work with Bone Pirate

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The new Artaeum Takeaway Broth will not trigger the 5th piece of Bone Pirate. When I switch to Dubious BP will work, so the issue is between Artaeum Takeaway Broth and BP.

Thx you developers

Need dps help.

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Hey. I was in this group with a BEAST dps, we ran the latest dungeon and dude basically soloed it. He killed bosses in like 2-3 hits, it was unreal. Must have been a developer or hacker or something. Never seen someone obliterate a dlc dungeone like that. He said craft gear and rotation was the key then vanished after it was over.

I am a magsorc as main. What gear set can help me do whatever the heck that dude did. I am 750cp, just very casual and don’t get too much into crafting. Can anyone help?

Please Reconsider Rune Cage

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All it needed was to be fixed so it wasn't (literally) broken anymore.

The fact that it couldn't be dodged was never the issue in the first place. You're changing all of the wrong things, ZOS!

PVP Feedback

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Hello all. First things first: I am not a good PVP`er. My feedback is highly subjective. Some things i`ve already seen in other threads. But i think, i could point them out again.

1. Do we need an "official" Feedback thread? I couldn`t find one recent post. And even if it will not help me, you or zos. I think we should make a list and keep it up to date :)

2. PVP-Bag/Stacking Sieges: Yes, someone made a post about this. Right now, over 50 Forward camps and 200 Siege machines are stuffed in my Bank and Characters.
That is insane! (And I have 100+ more mails with mayhem presents to open). And yes, i have ESO+ and all chests and stuff...
I understand, that sieges already used (with not full health). Have to be stored separately... but the rest... cmon!
Siege Repair, Wall repair, Gate repair should be stacked in 200 plase!

3. Server overflow problems: I observed a curious thing during the event. While EP nearly turned the whole Map red during prime Time. They still managed to have 2 full zergs in IC to farm flags. In the mean time AD had nearly no ppl in IC and got reked in Fare or BB or... you get the picture.
I don`t know, how this is even possible! My theory is, that there is a mechanic, that allows to overpopulate a certain faction. When zergs go to IC, Cyrodiil compensates it with more ppl. When the raids come back from IC, voilà: Imballance.
Today, i logged on Vivec with a EP alt at 14.00 CET (prime time). I got into Vivec instant. At the same time 3/4 of the map was red and AD has 100+ queue.

I know, there are a lot less organized groups in AD and that is a huge disadvantage and basically not ZOS` fault.

4. Another problem are "ghosts". I get it; You want to make yourself a coffe and go afk for 5 mins. No worries.
But i see a lot of afk ppl inside keeps and other "safe" locations. ALL the time!
I asked someone with a 2nd account. He admitted, that he logged in his 2nd account to AD, parked his character and played with his other caracter in the other alliance. Why? First, you can whatch zone chat. And second: If 20 ppl do that, AD lacks basically 20 ppl. That makes nearly a full group.
Now i hope it is not a regular occurence. But if it is, it is very very very unfair and disturbing. Because i know 1 person does it, so the conclusion, that 20 or even 40 can do it too is not far away.

Now AD with no coordination and PVE players in PVE... ok, i get it. We are lemming`s. But Point 3 +4 and other mechanics not mentioned here to sabbotage PVP is a whole different thing. This needs to be adressed fast. Not in a few months.

5. Traitors: you know the problem. Add it to point 3 +4.
It seems we are in need of some overwatch. But how?

6. Allow better communication in PVP and protect it from abuse (traitors).
Communication is the most important thing. Right after packing some siege weapons...
If an organized zergball with 20 ppl can manage 50+ random enemy players without a sweat. That influences the whole map. Only if ppl can synergize their ultimates and drop them in accordance, there might be a chance to kill the zergball. Because so well organized with all the sets, buffs and the well coordinated movements (los, abrupt direction changes). No mechanic in this game can counter it accordingly. No siege wepons. (Because to slow). Only a well coordinated counter-attack.
Yes, first the community has to step up and get som good leads. We have them and we should thank them for their hard work. But ZOS should increase this even further.
Perhaps something like "Cyrodiil-voice chat". I know... there are issues... There are at least 100eds of possibilities to even the odds. Make more open world events with caravan protections, anchor events etc.

There is an other perspective: In a three alliance war, two alliances are bound to cooperate somehow. I mean this in an unspecific way. Everyone does it with everyone. But somehow this becomes a problem. The morphology of the map has a certain construction which allows to make the frontline very small. Two forces can push trough 2 main-lines onto the 3rd.the rivers with flesh eating fishes are not always a good protection.
I dont want to advertize another lock-solution like with the scroll-base-keeps. But there is a psychological effect/mechanism. It`s always easyer to go down, than up. Since the cyrodiil map is locked in place (EP always from right side, AD from bottom, DC from left). The perspective for each alliance is NOT the same.
I must say, that i cant see a solution here soon. Exept:
- encurage players to organize themselves better
- encurage/implement a system to advertise better communication, information, tactics. (Yes, PVP Guild alliances, guild ranks, pvp-guild bonuses... whatever).

7. "Night-Capping". Some find it awsome, other annoying. I get it.
Different timezones, different playerbases. Though as we`ve seen in the Pellinal-event; If you have a higher player-base. Cyrodiil transcends into a 24/h society.
I know, there are currently some discussions on this matter. I don`t have any solutions either.

8. Imperial City; I say this, because it becomes a problem. I won`t say more, but surely, the ppl concerned know about it.

9. Rewards: Yes; I am looking forward to spend my AP on the golden vendor every saturday/sunday.
And i think it`s ok, that pve items are viable in PVP. But tbh i have a hard time, when our pvp set`s become obsolete. PVP should have better rewards. More rewarding rewards.
There should be craftable, and lootable sets which support a pvp gameplay. Some should even have an advantage in PVE. That would be a fair trade off, since we are bound to go to pve too (i mean end game hardmode raids). Yes, you can always manage with craftable sets. A good player can beat you with his bare fists. So to speak...

10. Capture Keep X and other quests. "Can you plase share?".
I guess the intentions on those quests where somehow "strategy". But it becomes annoying and whatever the intention; it doen`t work. Because if AD only has the two base keeps, they sure as hell dont ride up do Dragonclaw to get the quest done and then to Roebek to get the farm-quest.
Make the quest bound to a location, or alter it to simply "capture a keep". That gives motivation. (which i already presumed, whas the intention of those quests in the beginning?!).
Implement a "Defend" keep quest.

11. "LFG", "lfg", "Invite me, i am a healer!". "Why the [snip] is there no group?". Yes, this is also under point 6. I understand, we have an option to look for a PVP group. But there has to be more incentive to use and manage it.
And the worst thing is: If the leader leaves. The crown goes to someone afk without autoinvite. Noone wants to be lead. The group dies out.
Though i would understand the argumentation, that here is the line, where the playerbase has to start manage itself. Non the less, there should be educational tools. Perhaps something, that shows, what would improve the group itself. A tool, that detects, when noone is wearing set x. Its just an idea.

12. Outposts

The Idea is great. But do you remember the first time ZOS had to ban forward camps? Because whole raids just could spawn anywhere on the map. This is catastrophic if your own alliance is a bunch of unorganized lone wolves trying to be a pac. Because The two enemy alliances arent only attacking your farther homekeeps from one side. They can attack you from behind. Cutting you off and break all teleport lines with one attack.
Yes, its stupid, but it works every time. The attacked alliance has to draw back, divide between defence in the front and the castles/scrolls in the back. At the same time the other alliance can wak right on the same hight. Voilà you have to defend against your two enemys in your backyard and you have no possibility to counter it, because the way behind enemy lines is way to far.

Now i know about the recall stones. But do they work, if a keep is already under attack? I think not.

The outposts are a problem, because they can be spawn points for the whole alliance, but need only 1+ random player to take it. And the worst: You see it, when its under attack. You cant por there. (Can you port there with the recall stones?).

Those outposts need to be fortyfied. They need to be like Sejanus or Nikel. We are in need of some new concepts. You can even take a piece out of other games. Let the players carry ressources and they need to put them into the outposts, before they can claim it for their alliances. We already have enough flags to tapp.
You could do it either by allowing the ppl to grab materials and carry them by themselves. You could do it with caravans. Or other mechanics. I know, that sound strange. But the thinking behind this is the possibility of smaller groups defending moving targets. That means, smaller groups can do that.
I know, this is a far up the horizon idea. But this could be part of a new alliance skill line with additional benefits.
There is a huge load of possibilities out there. Think about ships!

The problems with the outposts remain. I think, we need to implement outposts, which have to be taken to cross the river on the sides.
And i personally would love to see some options to put real ressources into the keeps. Actively strenghen structures and level up your keeps.

13. Flag turning
A guild mate pointed something very interesting out to me. While in other situations. The number of players near a flag determine the speed of how fast a flag is turned.
It`s pretty logical. The bigger the group, the faster the turn. But that means, that a group of 5 to 10 ppl are in disadvantage. They need longer to get the two walls open and then longer to turn the flags. The question is; Do you want to strenghen smaller groups? Or do you want to avoid a small group to be able to take a keep as fast as a raid of 40 players.
The question gets interesting with my pointers in paragraph 12.

If you want to slow things down, there would have to be a defending timer. You will not be able to just run around ressources and take them allone, beeing to fast for the others to catch you. You have to take them and actually be there for a certain amount of time, before it is really yours (a longer time).
And yes, ppl could still gank there and do 1 hour tower zergs. (Or they can`t, if they get expulsed of the tower, after they loose the ressource. Remember the times with closed towers? The problem was, that even if turned, the enemy could still remain inside the tower). But imho i think that would go to far.
Non the less. As long as more ppl are standing in the flag and not running inside to get mindlessly slaughtered, the ppl inside the tower should be at a slight disadvantage. Eventually they will have to come out and take the ressource back, or their trolling would have no impact on the scores of their alliance.

All this things would eventually not prohibit alliances between factions against a 3rd faction. Perhaps, it even encurages it. This may be or not be.
14. PVP Small scale events
We have Battlegrounds, we have Cirodiil, but we dont have a 2v2, 4v4, 10v10 Scenario. It doesn`t always have to be a treesome. The good thing is, that this could still be one in the leaderbords.
Why is this important? Those mall events have (hopefully) an educational purpose. If you have only one enemy and objective. Yes, this is some kind of nostalgia from my side. But imagine a small vally and a good old 2 way fight.

15. Duelling quest and over land duelling.
Why not encurage doing pvp outside cirodiil? Those who dont want it, can still autodecline. (Daily, or weekly quest to take part in 20/100 duels).
Yes, now, that we have one tamriel, we should be able to have a pvp modus (and ofc an option to completely switch it off).
And if the townguard sees you, you have to run.

15. Weekly/Monthely special events.
Not only douple AP, double Tel`var, but also double crafting xp, double gathering. Dont do that yearly. Do it monthly or quaterly.


There are a lot of more things, i am sure of it. And i will post it here. I dont expect something from this thread, but i hope, there are some more ideas, concerns etc.
For example i am still thinking about how to improve small scale/dueling and the integration of battlegrounds in the whole campaign scenario.

I can't login with my Steam account again!

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I can login with my non-Steam account fine. Tried multiple times with the steam account.

HELP!! IMPROVED ITEMS STILL PURPLE, SOME MISSING, AND GOLD MATS GONE!!

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I upgraded 4 pieces of 160cp spinners impen to legendary quality, 2 gloves and 2 sashes, after which when I went to give them to my friend the gloves were still purple and the sash was missing and all my wax mats were gone. Please Zos help me on this issue~

Anyone else get hoodwinked while upgrading~ :/

I am a master crafter, this was not on my end, every upgrading I do is 100% chance without fail. I have every point into crafting that you can put in, I am max cp player on multi platforms, it is on Summerset's end~ aka Zos bug fun updates~

This is the most costly bug I have been hit with. If you are a master crafter and this happened to you, please post so Zos is aware of it and fixes it~

Happened on Xbox NA server~ Max Mats were used~ Everything upgraded to legendary fine on the craftion station but when I went into the inventory, the gloves were still epic and 1 sash was gone with the gold mats~

Why do you people constantly jump in battlegrounds?

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Do you think you're harder to hit or something?

Because you're not.

So please stop acting like a spaz.

NOW that its over ....

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PvP, lets discus this ESO travesty.
What the hell did I just witness? Well, it was one of the WORST experiences Iv had in ESO, since the beta. Between the bitching and whining of other people about a skill or 2 that, in there opinion, is a no talent hack for people that dont know how to play. To the venomous PVPers that call you out in tells, calling you everything under the moon (just because they died in a fair battle), to the gankers that just can not be killed.
Heres a scenario for you. A group of 6 PvP peeps, venture into IC. Join another group on 6 on taking a flag, when 2 apposing faction players show up... 2... just 2. Now, for the most part, we are all golded out, have our skills in check, and have a decent idea how to play the game. In the other group of 6, had a Former Emperor. So we stood a decent chance of wining, right? &^%#$& NO! Not even close.
Not only did we not drop one... But we all, at one time or another, re spawned and joined the fight again. All of our team ran draining poisons of one kind or another, I ran a frost staff myself and controls. These 2 farmed us for the next hour, untill we just left. NOT once, did they run out of resources, not once did they go below 50%, that we saw. NOT one control landed except 1 Rune Cage, for half a second. And most of the time, they had damage shields going, and never stopped running.
*&^%$ing Disgusting how the PvP community *** on someone for using a skill they dont like, where in situations like above, they used no Rune Cage, No SLOADS, No Caluurion's Legacy, and walked all over the hole zone.
Completely unbalanced.... and venomess
And this experience has caused me to not want to PvP ever again in ESO.

Are you satisfied with the sloads nerfs?

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No, because unmitagatable damage shouldn't be that easy to proc, shouldn't stack, and dodging it isn't a viable option on mag builds.

Soul tether and Balorgh

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Guys, will balorgh affect my soul tether or damage will be buffed right AFTER tether' cast and it's dmg?

PTS Update 19 - Feedback Thread for Werewolf Skill Line

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This is the official feedback thread for the Werewolf skill line, and the changes to its mechanics, abilities, and passives. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

[Class Rep] Warden Feedback Thread

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The purpose of this thread is to give you a place to post your current top two pain points with the Warden. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!

What's the point?

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OK so I realise there's lots of very keen crafters here - so this question isn't meant to insult anybody's pastime - but I really don't see the point of crafting in ESO. I'm hoping somebody will enlighten me!

I've been a big fan of the Elder Scrolls games since the days of Daggerfall and have always enjoyed the crafting aspect of them, not least because I could make equipment that was way superior to anything I found whilst adventuring. I'm a newcomer to ESO; I played the beta when it came out, wasn't impressed and walked away until like many others nostalgia forced me to buy the Morrowind expansion. Now I enjoy the game; I'm an occasional player with a level 40 mage (or 'sorcerer').

I've invested many skill points into tailoring, woodworking, enchanting, alchemy and most recently jewellery but increasingly feel it's a waste. I can collect and refine materials to make equipment of higher level than my character - but I can't equip it! That's crazy. Why? I made a full set of clothes and a staff to match my level, enchanted them, improved them and then did a dungeon run - three quarters of everything I'd crafted was outclassed by items I looted. A second run made the remainder of my crafted items redundant - I got a full Worms Raimant set and a couple of very nice staves, all matched to my level (which is another bugbear, but hey).

So can somebody please tell me why I should persevere with crafting in ESO? Does it get more useful at higher levels?

Any and all advice most welcome.

Incentivize ESO+ Members with Improved Daily Rewards

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You know those daily reward 'Milestones'?

Could lock them behind ESO+ with a generic reward being given instead for Non-ESO+ users... (Though I'd then suggest that ESO go Free-2-play without the initial buy-in)

Buuuuuut. I'm not sure how the community would react to it.

Since we're changing sets; Can we get a change for Essence Thief?

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「(5 items) When you deal damage with a Light Attack, you have a 15% chance to draw essence from an enemy. Collecting the essence heals you 4300 Health, restores Stamina and increases your damage by 12% for 10 seconds.

As you can see this set has a wonderful 5 set bonus that is completely gimped by the need to use a Light attack while having a 15% chance for it to work; It also has a rune that spawns at random locations thus further diminishing the usefulness of the set.

The only change(s) that I'd like to see is that it'll proc from either all damage sources or from melee damage.

Punish players who use macros

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80% of the players use them, a lot of videos and even advertising in the chat.
These players must be punished for always.

Some races need to be improved

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As the tittle says there are some races like nord whose passives are pretty useless, making them unworthy to play with; as i suggested at this topic https://forums.elderscrollsonline.com/en/discussion/425589/some-changes-id-like-to-see-in-a-future-update-races#latest, would be nice to see a change like that at least in the PTS server to test it
I also copy here the racial changes that I wrote in that topic:

Imperial: Its pasives has been redesigned.
OLD:
- Tough 1/2/3: Increases Max Health by 4%/8%/12%
- Conditioning 1/2/3: Increases Max Stamina by 4%/7%/10%
- Red Diamond 1/2/3: Give your melee attacks a 10% change to restore 174/349/524 Health

NEW:
- Tough 1/2/3: Increases Max Health by 4%/8%/12%
- Dynamic 1/2/3: Increases Max Stamina by 4%/5%/6% and Max Magicka by 4%/5%/6%
- Red Diamond 1/2/3: Reduce the Stamina and Magicka cost of your habilities by 1%/2%/3%


Nord: Its pasives has been redesigned.
OLD:
- Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
- Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
- Rugged 1/2/3: Reduces incoming damage by 2%/4%/6%

NEW:
- Endurable 1/2/3: Increases Max Stamina by 2%/4%/6% and Stamina Recovery by 3%/6%/9%
- Adamant 1/2/3: Increases Max Health by 3%/6%/9% and Health Recovery by 6%/13%/20%
- Rugged 1/2/3: Increases your Physical and Spell Resistance by 1320/2640/3960


Breton: Magicka Mastery pasive has been improved and Spell Resistance pasive has been reworked.
OLD:
- Gift of Magnus: Increases Max Magicka by 4%/7%/10%
- Spell Resistance: Increases your Spell Resistance by 1320/2640/3960
- Magicka Mastery: Reduce the Magicka cost of your spells by 1%/2%/3%

NEW:
- Gift of Magnus: Increases Max Magicka by 4%/7%/10%
- Spell Resistance: Increases your Spell Resistance by 693/1386/2079. When you take Magic damage you restore 150/290/410 Magicka. This effect can occur once every 5 seconds
- Magicka Mastery: Reduce the Magicka cost of your spells by 3%/4%/5%
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