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Player vs Player- End of 2018

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-Stamina is stronger then magicka in everything but supporting.
-Heavy armor is stronger on stamina then magicka
-Bleeds up your win ratio by 90%
-Cyrodill is so laggy your skills don't even register
-You can't tank anymore a large group of pugs
-Stamina Wardens can apply for all "roles" at once without drawbacks
-There are more counters to magicka then stamina
-Shields are gonna still be a iusse
-Heavy armor is only gonna be viable for stamina users since they can literally not slot any resource set
-Heavy attacks on magicka weapons are clunky and slower then on stamina weapons
-Earthgore is still in this game
-Proximity detonation is useless in everything but a suicide bomb build
-Siege weapons are way too strong versus infantry.
-Guards are way to annoying (i have counted 5 negates in 3 seconds), this is pvp not pve
-Dawnbreaker should cost 150 minimum
-Befoul should go, as for the dmg vs shields cp
-If you aren't in a group of at least 3 people, in which 1 at least is a stamina player, you won't get fun smallscale
-Ranged builds are countered by 1 skill (for dks, wardens), 1 skills (from the S&B skill-line)
-Heavy armor feels like wearing a pijama if you are fighting more then 1 opponent
-Undaunted skills are still useless in pvp
-Magicka heals are the only thing that keeps magicka afloat. Nerf that and let's reroll all stamina
-Having a Gap-Closer (which is not a teleport)= suiciding
-Cyrodill doesn't reward a player enough. I don't talk about fancy things, more then a reason to be fighting there.
-Forward camp respawn time should decrease. Keeping the fight on it's what's fun. Strategising killing camps should be a thing
-Too many slows, too many soft ccs.
-Everyone is evolving on snare removal. Templar still has a 4k purge that may not remove slows
-Magicka nightblade is still uselsss in open world or in a group (congrats on killing its spammable btw)
-Damage is getting too high for tanky people, too low for non-tanky folks. (how % dmg reduction works)
-Everyone shold be able to run away from a fight. Not only Stamina, Sorcerers or Nightblades (when cloak works)
-Channel skills are useless. You get punished too much for using them
-Time Freeze is a joke, it's buggy and unfair
-Fighting outnumbered is now punished too heavly.
-Running low on stamina? Just heavy attack with dual wielded axes, you gonna get tons of stamina back, damage and a bleed dot that doesn't scale on resistences! Don't forget the weapon enchants or poisons too

As a PTS player, do you feel like your feedback is valued?

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I'm hearing frustration from participants of the PTS server, concerning time invested and feedback given after testing.

I realize this is perception, and doesn't reflect the sentiments of everyone. Hence, the poll.

There are volumes of feedback given by people, but it seems that the update notes very rarely change. It seems more like an exercise in bug squishing, rather than true efforts to listen, and shift proposed changes based on the voice of this community after testing.

This game takes major skill to play solo. Read link.

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https://forums.elderscrollsonline.com/en/discussion/283598/can-anyone-explain-my-low-damage/p1


People like this guy and people that commented in the post have no understanding of why good players can 1vx. I don’t blame him, well I do because all you have to do is watch some YouTube videos and actually go play solo to learn how to get better at surving, timing your kills and etc. Yes you will die a lot but over time you will get better.

But no one wants to do that. They don’t want to learn to get better, they want to play in big groups and when they can’t kill a dude and he poops on your pugngroup it’s somehow not a L2P issue it’s a they are cheating or ZOS needs to fix this because it shouldn’t be allowed.

Skill is a huge factor in this game people. If you are getting 1vxed, specially now with all the nerfs to solo play try consider this guy probably knows what he is doing.

And ZOS really has killed this game for solo players. I use to watch all my buddies Xbox clips 1vxing but now there are no more vids. They either left or are forced to play in groups using meta builds. Diversity is gone.

How useful is the Imperial Gold Gain Racial Passive?

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Is this useful? How much would it have to be raised to for you to want to make an imperial for the purpose of gold farming?

"Increases your gold gained by 1%.

In Murkmire, magwarden brings nothing to the table in PVP that stamwarden doesn't

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At one point, magwarden had a lot to offer that stamwarden didn't. There were strong reasons to want a magwarden in your group even if you already had a stamwarden or two. After the Murkmire nerfs to magwarden, this is no longer the case in PVP. Unless something changes, the choice won't be between two different but effective paths toward being a warden, the choice will be between the efficient morphs and playstyle (stamwarden) and the inefficient, underperforming morphs and playstyle (magwarden). There just isn't anything that magwarden brings to a group that stamwarden doesn't do equally well or better:

- Magwarden has good offheals. Stamwarden has offheals that are just as good if not better, thanks to Vigor.
- Magwarden has big AOE burst DPS. Stamwarden has big AOE burst DPS, with the difference being that stamwarden also has Dawnbreaker and Steel Tornado.
- Magwarden used to have some of the game's best uptime on Major Expedition. Now they have exactly the same uptime as everyone else, but stamwarden also can make use of Forward Momentum without gimping their light attacks.
- Magwarden has Permafrost. But Stamwardens can also use Permafrost to great effect in PVP.
- Magwarden has Corrupting Pollen, an AOE Defile. Nevermind that many magwardens have dropped this since the skill often just doesn't apply the Defile to people in the AOE -- if you really want this skill in a group, a stamwarden can run it no problem.
- Magwarden has a strong shield against projectiles. But the sustain on this skill is so good that stamwardens can run it without feeling magicka pressure.
- Magwardens have an in-class stun. But it's so mediocre that stamwardens getting their stun from outside the class (Dizzy Swing, Reverb) don't feel like it's a big loss.
- Magwardens have an in-class DOT, stamwardens don't. Stamwardens don't feel this loss at all though, since (a) Poison Injection and Blood Craze are so good and (b) magwardens hate casting Fetcher Infection. (Remember how Fetcher was a pain point presented by the class reps? ZOS' response was to increase the cost. Very funny Wrobel.)
- Magwarden offers AOE Major Breach. Good, but not necessarily better than AOE Major Fracture, and certainly not a reason to prefer magwarden over stamwarden.
- Magwarden has no execute. Stamwardens have access to some of the best executes in the game.
- Magwarden offers a lot of AOE damage in general, but stamwardens are so much better AOE damage that they are the only class to seriously challenge magNB for the title of best group bomber in PVP.
- Magwarden used to have access to powerful damage shields (Annulment, Healing Ward). These shields are no longer powerful, and optimized builds will find a way not to rely on them. At any rate, heavy armor + Forward Momentum + Vigor will be a much better source of defense than Annulment and Healing Ward will be, and that of course is what stamwardens run.
- Maturation is an increasingly valuable passive for a group, but stamwardens can provide it just as well as magwardens can.

The one thing that magwarden has to offer that stamwarden simply doesn't bring to the table is roots: a magwarden relegated to root-bot can be pretty effective by spamming Shards, Blockade, and Frost Reach. The ironic thing is that magwarden isn't optimal for even this playstyle: root-bot works much better on a warden stacking health and proc sets instead of magicka.

@ZOS_GinaBruno can you make sure that the combat team knows that magwarden has now been relegated to a single playstyle (root bot) in PVP, thanks to a combination of a failure to address the class's pain points and the introduction of new nerfs to the class? The magwarden community would really like to see that change.

Any way to power level legerdemain?

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I've read that I should steal junk and fence it. That's easy enough. I can steal 220 items in a few minutes. But then I can't fence/launder anymore items for 24 hours.

Is there anything I can do to efficiently power level this skill line, or is it simply time gated?

Trial Guild / Normal & Vet / 25K+ DPS / 150 Members

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Veterans of the Planemeld - 25K+ DPS - Endgame Social Guild Starting Wed Night Progression!
150 Members

We're enjoying ESO as a guild of new and experienced players with scheduled trial runs and social events. We host an amazing Discord full of members and non-members with contests and weekly events that reward cash, crafting materials and custom sets. We're drama-free and the place to be for all end-game content because we enlist people who are happily willing to teach, learn and grow within their roles. If this sounds like something you can hang your hat on give us a try! Experienced and new players welcome!!

September Events:
  • Fashion Show!
  • Sacrament to Sithis (Dueling Tournament)
  • Hunt of Hircine (WW/StamWard Healer Pledge Runs)
  • Rites of Moawita (World Skill Farm)
Current Weekly Scheduled Trials:
  • Tues (8pm EST) - Ballot-Based Normal Trial
  • Wed (8pm EST) - vCraglorn Progression Group (Headset & 25k+ DPS Required)
  • Fri (12am EST) - Normal Trial
  • Sat (9pm EST) - nCR +3 Progression Group
  • Sat (12am EST) - Normal Trial
  • Sun (12am EST) - Normal Trial

Join our Discord and request an invitation today! https://discord.gg/27mz5EU

the eternal question of what stat is better

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i will use max magicka / spell damage for reference, but all question also apply to max stamina / weapon damage.

which is better? max magicka or spell damage? i know the ratio is something around to 10.5 to 1 (items grant the same amount of stats whichever stat it has)
Which of those stats should i make higher? How do i know to max the magicka stat or spell damage?

Enchants on armor pieces are magicka, so my guess is that maxing magicka is better.
But there's the buff with 20% spell damage, so i suppose this is better.
Light attacks scale with max magicka, so this one is better? Since spells scale with both max magicka and spell damage.
But spells scale off the highest stat? So for example a spell will deal same damage with either 1k max magicka and 100 spell damage, or 2k magicka?
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Relequen

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Because someone had to post it first. Rip ravager. So long selenes meta.

“Arms of Relequen: 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.”

PTS Update 20 - Feedback Thread for Dragonknights

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This is the official feedback thread for Dragonknights. Please read through all the changes in the patch notes and try them out on the PTS before providing feedback in this thread. Thank you!

Insane loading times on PS4 this week.

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What is going on? I'm getting an insane amount of "unusually long" load time screens in this game lately, even when travelling to player housing.

PS4/NA (Cyro & IC): Vivec - This Must Be The Place...

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image
yes, a very naive melody :)

initially I had tried to kick off the conversation with questions on a bunch of random topics...

love to fight, carry scrolls, gank, defend, attack, pour oil on folks, repair keep walls til your fingers bleed - this is your thread...

love hearing big and little battle stories, as well as observations concerning the interaction between the alliances in this campaign - who doesn't love a good bridge fight...

big IC fan...at this point i wanna apologize right now for anything weird or crazy i may have done in IC (or for any future stuff)...I'm pretty laid back in cyro - IC has a way of getting me fired up on occasion...

hmmmmm, is it really true cyro reveals whom you want to be, and, IC reveals who you truly are...

if you want - say what's up, and if you like - let us all know what's up...

anyhow - enjoy, and, happy gaming trails...

bonus question: if any one knows where the reference "loose tales" (spelt differently) comes from - you'll win...ummmm, my undying admiration?

If u could choos only of o two...

Speed pots

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Speed pots have been part and parcel of almost every solo/smallscale stam build for a long time. The latest nerf will cause a lot of adverse effects on the solo/small scale community without really hurting large groups. I understand that speed pots probably deserved a nerf due to the fact that the uptime was basically 100% but the current change to 12 seconds from 45 seconds will make them unused they lose all of there desirability. Instead I would propose that the uptime be increased to 30 seconds and that magicka speed pots are also added to offer mag builds some much needed mobility. This increase would make the pots decent to good but no where near how gud they were or how weak they will be if the current changes go through. Why would I bother touching them next patch when I can use tripots which will give me a much better return offering me utility by giving me back mag for cleanses dark deals cloaks wings etc. and a quick heal. rather than very poor uptime on major expedition. I understand your intentions with all these changes and I appreciate the thought but these changes just appear to be killing solo and smallscale.

PvP new Shields

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Can actually someone do the math for me.

Are shields actually getting buffed for pvp? I have this weird feeling.

Dual Wield vs. 2h parses from current PTS.

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Hey!

I wanted to showcase the difference in pve-parsing between dual wield and a 2h weapon. The difference (based on my parses) is roughly 10% single target dps, which you trade off for a little bit more aoe damage. First of all, I did all parses with the same setup:

2 Medium Stormfist (so i could sustain alone)
5 Perfect Relequen
5 Advancing Yokeda
Infused Maelstrom Bow with absorb stamina enchantment.

Difference between dual wield and 2h was solely:

Dual wield with double infused (dagger+ axe) with poison and berserker enchantment.

2h with Battle axe, infused berserker.

I did around 25 different parses, but I will just show a few of them where the differences are pretty clear. I did parses on all classes, and the relations below hold for all of them in roughly the same magnitude and the same direction.

The Differences between 2h and dual wield consist of the following:

1. Second Enchantment, poisoned status effect and Full power of infused:

When you use Dual wield, you have access to a second enchantment. But not onyl that, the enchantment has full power (so it is equal to a 2h enchantment), and with the recent changes on the pts, procs all the time. On top of that, the infused trait is one of the few that actually retains the full power on a 1h weapon. So combining these two mechanics already put dual wield quite far ahead. Finally, sicne you can run a poison enchantment with a 20% chance to proc the poisoned status effect on a dual wield weapon, it will net you another dps gain, in this case it was a difference of roughly 400. Adding the 2k from the poisoned enchantment already leads to a dps boost of 2400 just from the second enchantment. Here are the examplary parses from my stamplar selfbuffed testings:


Dual Wield:

diQV5tR.jpg

AHC4ETA.jpg

2h:

VH6yVeX.jpg

hznwwRQ.jpg

2. Heavy Weapons bleed:

When you look at the two contributions to dps from the two bleeds, you can see that the heavy weapon bleed does not do a lot more damage than the twin balde and blunt bleed, even though the chance to apply it is halved. This is due to the fact that the bleed only starts dealing damage after two seconds, meaning that an increased chance will often just lead to you refreshing the dot before it does something. Dual wield grants you close tot he same damage from bleeds with just one axe, and then enables you to run a dagger for 5% critical chance. In my parse, i have 3.7% higher critical chance when compared to the 2h parse (due to back bar times):

50e0jJe.jpg

gGZC6jJ.jpg

The two bleeds had roughly the same uptime, so here's another source of dps advantage from dual wield.

3. Basic Weapon Damage

Dual wield ahs the highest base weapon damage in the game, because you get 6% additional weapon damage from the offhand. This leads to a discrepancy of roughly 200 weapon damage in the end. Another reasonw hy dual wield outparsed the twohander. On top of this, the dual wield passives just fit more into the pve-scheme: you get additional critical chance, execute damage and damage against cc-ed enemies. To get higher damage on a twohander, you have to actively heavy attack just to get 7% more from the next direct attack. Straight off weaker in terms of damage output.


I will present this to the devs in hope of getting the weapons more in line.

Cheers,

Masel

Rewards of the worthy question....

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Since they are changing the sets in the rewards of the worthy I have a quick question (Xbox NA player here).

Currently the RotW sets do not drop weapons and jewelry in the mail. The only way to obtain weapons and jewelry is to purchase the boxes from the vendor for the set you’d like for an rng chance at weapons and jewelry.

So my question is. For the new sets being added, will there be boxes to purchase for these new sets to obtain weaps/jewelry or are the actual drops from the mail going to obtain weapons and jewelry again?

Asking so I know what to do to obtain the new sets when they come out.

The Summerfall Culanda Laquer crisis

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First of all, I am happy that we will get this awesome villa, maybe the house I like most so far in ESO and was 99% sure I will never have the crowns to aquire it. The devs have made us an unprecedented gift for which I am grateful.

But this giveaway of the largest Alinor themed house, has already created a huge demand for Culanda Laquer. Prices have gone to 3.5k a piece, and stacks sell for 5k per unit.
This means that for epic Alinor furnishings, just the culanda cost is about 7-10k gold, which I find ridiculous. The means to aquire this style material are limited to a few daily quests and if you get lucky to obtain and succesfully deconstruct a Sapiarch styled item.

I am pretty sure that by the 10th of October and afterwards, these prices will rise, and it will be a major struggle for a crafter to create Alinor furnishings for trading or just for decorating the Villa.

In my opinion, and I bet I am not the only one, this situation must be improved. We have seen good reaction from the devs, by lowering the culanda cost for fine and rare furnishings, so I hope they will hear us now too. I guess they can have more data than we do. Several solutions have been proposed, like changing the style material to the psijic one, which is more available, increase the daily amount of culanda that can be aquired or, my suggestion... add a way to create these furnishings as bound items, for which you don't require the style material. So if you want to trade the items, then you need culanda, if not, you create a bound item without culanda. This system was used for Psijic items, and could be extended to other furnishings as well.

Anguish is now useless

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Now you have a 25% chance you proc a ring on the ground that explodes after 1.2 seconds causing the debuff with a 6 second cool down.

Sorry Stam, once again we don't get anything good while magicka gets two very powerful sets.

Honoring Our Fallen Comrades

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So- I was on Reddit and I saw a post about a grave stone in the middle of Auridon. Rumor has it that it was in memory of a player who died. Other people mentioned that there's other "memorials" throughout Tamriel in recognition of other players who have passed away as well (ie: a sheep in Stormhaven). Do you know of any locations? I'd like to visit them since Dia de los Muertos is coming up. It's just my way of honoring other gamers.

Please- don't mention the actual player's name, though.
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