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[Class Reps] Update & Meeting Notes - Dec 7

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Hi everyone,

Now that the Class Rep Program has been running for just over half a year, we felt it was time to make some adjustments based on our needs and to better meet the goals of the program. The main goals include collecting consolidated and regular concise feedback from the community to present to the Dev Team, and aiding in increasing communication between everyone. Below are the current Class Reps involved in our program:
  • Alcast
  • Checkmath
  • FearTurbo
  • GandTheImpaler
  • JoyDivison
  • KenaPKK
  • Liofa
  • Masel92
  • Quantum_V
It’s worth mentioning we do plan to add a few new members to the program early next year; we’ll let everyone know when that will be happening in the event you’d like to nominate yourself or another player.

We also met with the group late last week, with the meeting notes below for everyone to read. Our main focus were things that changed in Update 20 and doing a retrospective of sorts; what went well, what didn’t go well, and what we could improve upon for future updates. We also discussed some future changes coming in Update 21, and went over some updates for the program itself.

Update 20 Feedback
  • We updated roll dodge timing to only work if a player is dodging while the attack hits them. How has this affected Medium armor builds and slower projectiles like Snipe and Dark Flare?
    • Feels no different for most players (This meets our intended goal)
    • Requires you to be rolling as projectiles would hit you
  • We changed Evasion to AoE damage reduction from dodge chance. Feedback on this for both PvP and PvE?
    • Major Evasion is too strong and counters Templars and Wardens more than other classes
    • Minor Evasion feels too weak
    • Both are 100% uptime buffs with no drawbacks, counter to the usual design for Major and Minor buffs
      • Suggest making Shuffle Minor Evasion, buffing Minor Evasion to 15%, buffing Major Evasion to 30%, and placing Major Evasion on a low uptime, higher cost source
    • ZOS note: Major buffs for some categories are rare, while for other categories minor buffs are rarer. For example, Major Berserk is rare while Minor Berserk is common. Major Fracture is common while Minor Fracture is rare. We can also evaluate power level of Evasion
    • Templar Jabs is not cutting it with the changes to Evasion
    • PvE – not a lot changed
    • Discussed the survivability for Stamina vs Magicka Trial situations, and how the changes to Evasion has helped in Trials
  • Doubled the effectiveness of class buffs, and removed Minor Toughness from War Horn
    • Class buffs are noticeable, but are not fundamentally changing raid meta
    • Inexperienced groups miss the Minor Toughness from Warhorn and have little control over whether they have a Warden performing proper heals to grant its passive to the group
    • Recommending a support class, damage dealers won’t run this tree line
    • PUGs and inexperienced players don’t always have a Warden in group
      • Inexperienced groups therefore often miss out on the extra health, causing them to struggle
    • ZOS: Does this affect Trial group compositions?
      • Not as much as we had hoped
    • ZOS: Generally speaking, what are your considerations when forming a Trial group?
      • Ideal group compositions change more depending on the trial you’re attempting and less on class passive contributions
      • Mainly whether ranged or melee DPS is preferable
      • Stam classes still provide little individuality, especially since Sunderflame was nerfed
    • ZOS: What classes are you looking for when composing a group?
      • Whoever can bring the most damage
  • Damage shields affected by armor, critical strikes, enchantment procs
    • Shields feel strong in PvE
    • Shields fall faster in PvP, but sustain via harness is the same as before
    • Shields are still insufficient defense when you have no incoming Magicka damage to fuel harness sustain. Shields cost too much and do not stay up long enough versus stamina enemies
  • Reduction to Swift jewelry and duration of Major Expedition abilities
    • Swift needed a nerf, and the numbers feel right. Many people still use 1-2 swift, but it isn’t as prevalent as before
    • Other Expedition nerfs are questionable and difficult to gauge because so many mobility nerfs were made simultaneously
    • Speed pots are still used by a lot of people
    • Durations of Major Expedition from class abilities are too short and were never recommended for nerfs. Boundless, Double Take, and Bird of Prey saw little use prior to this patch.
    • Boundless is used now for the resistances buffs. Casting it for Expedition feels wasteful and expensive, yet must be done often to remain mobile.
    • Double Take is still not worth its bar slot unless you’re in a large raid or dueling a templar or warden. Very niche
    • Casting Bird of Prey now serves no purpose except to provide expedition because its Minor Berserk became passive. Highly inefficient.
  • Added more Developer Comments in the patch notes between PTS and Live launch
    • ZOS: Are these helpful?
      • Yes. Increased dev interaction and communication are always valued
      • However, what was really appreciated was the willingness to revert and rework PTS changes prior to live
    • ZOS: Is there anything you’d like to see more or less of with these?
      • Less blindsiding with changes not discussed prior to PTS (ie: Shield cast times, Soldier of Anguish, glyphs proccing on single target dots, and Healing Ward’s nerf)
    • Players miss the monthly combat updates
      • ZOS: We want to get back to a place where we can talk to the things we’re working on. We aren’t well prepared to deliver a regular cadence of what we’re doing right now, but we’re working on improving that.
  • New Grace passive. How is this performing in BGs and Cyrodiil?
    • Love it. Still doesn’t fully fix the issue of Magicka mobility and struggles against snares
      • Magicka classes lack snare removal abilities
      • Major/Minor snare system could solve a lot of concerns
      • Idea: CPs that reduce snares?
    • On the topic of BGs, and therefore non-CP, non-CP imbalance is still pretty harsh. Proc sets are still dominant (such as Sloads, Viper, Valkyn Skoria, Master DW), and Stamina is still dominant
    • BG queues still upset people. MMR seems inconsistent, and premade versus solo queue players is too common
  • Werewolf performance and the availability of counters
    • Complaints that werewolf uptime is still too short
    • Werewolf DPS is mostly light attacking and doesn’t take much effort or input. Is also heavily tied to Relequen and Blood Moon sets.
      • ZOS: This makes the playstyle more accessible for newer players; Reps agreed and said it was a nice option for players who are still mastering attack weaving
    • Werewolves want to use skins and get werebear, wearboar, werelizard, werecat, etc polymorphs
    • Brutal Pounce still unused
    • Salvation still a poor set
    • Howl not often used in PvP apparently, and never used in DPS parsing
    • Transformation is very expensive. Seems to be even worse in Cyrodiil, where you only have a small window of time to enjoy werewolf before you have to transform back to mount up, only to spend the next siege on a keep wall just building ultimate.
  • Item sets, including the 12 new ones and rebalancing of some older sets
    • ZOS: How desirable or undesirable have the new Item Sets been?
      • Generally desirable. Bright-Throat’s is powerful but not meta-demanding. Dead-Water’s Guile strong in stam burst PvP groups. Spell Strategist gives Magicka a decent high spell damage option, although it seems to apply the debuff inconsistently
      • Nothing glaringly op or gamebreaking
      • Appreciate the near-miss with Soldier of Anguish
      • Many old sets are no longer desirable
      • Some BRP weapons aren’t worth the effort
    • ZOS: Have any of the Item Sets had an impact on the overall PvE/PvP meta?
      • Honestly difficult to tell. The sets are seeing use, but the real determining factors in new metas are the shield changes, namely Healing Ward’s nerf forcing Magicka Sorc and Shadowy Disguise mnb into new sources of healing (really rough for them), and the rise of BRP resto

Update 21 Feedback
While we aren’t able to go into detail about what we discussed for Update 21 at this time, we mainly focused on feedback about the incoming changes to racial passives and new item sets. We are planning to give everyone a preview of the racial passives prior to PTS going live.

[BUGS] Veteran Blackrose Prison (XBOX)

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Hello everyone, I’m AbbyMeowCat from Xbox NA.

I completed Veteran Blackrose Prison on a Dragonknight Magicka Tank on the first week of release.

However, I experienced some issues when playing other tank classes as I love playing the Templar Tank, Nightblade Tank and Warden Tank too and tryharding the hardest content in the game.

While Doing vBRP:

I realised that attacks from Battlemage Boss and Tames-The-Beast has Major and Minor Defile, and also has a bleed Damage-Over-Time that deals increased damage for each additional stack, up to 5.

Once it hits 5 stacks, it is almost unsurvivable without constant healing and almost difficult to manage resources without some support from the team or sigils as it CANNOT be Purged.

On the Dragonknight Tank, the skill called Reflective Plate is able to totally ignore the bleed DoT from both bosses light attacks. However, you would have to roll dodge Battlemage’s heavy attack and Tames’ Taking Aim as well to be completely free from the debuffs.

I tried to tank this on other classes by using other skills that could deflect, sadly there is no skill that other classes have that could have the same effect as Dragonknight’s Reflective Plate.

Warden’s Shimmering Shields does not ignore the bleed like Reflective Plate can.

Absorb Magic and Defensive Stance from the One-Hand-And-Shield skill line and its morphs can’t deflect as well which is disappointing as I thought Murkmire was going to be a patch which focuses on the balancing of classes and this was the only available general skill that is capable of deflection for non-Dragonknight tanks. Even the Spell Wall ultimate does not have the same effect.

Sorcerer Tank’s Ball of Lightning does not even absorb the projectile and negate the bleed.

The Nightblade Tank, even though has the strongest self-heal (Dark Cloak) with Jailer set and Soul Siphon, will still struggle as defile becomes even stronger at 5 stacks and only way is to wait for Tames to finish his taking aim and roll dodge it to finish the DoT timer at the very last second.

This makes vBRP currently in favor of only the Dragonknight Tank, making it manageable for this one class and almost impossible for other tank classes.

Another issue I faced was during the fight against Lady Minara in 3rd Arena. She has a huge Bat Swarm AoE which she will cast on the tank. However strangely enough, there is a bug where you take the full AoE damage until the effect ends even ‘when you are out of it’ or even miles away from it! The only way for us to fight through this AoE bug is by having a magicka sorcerer lay down a Negate on the Bat Swarm and my friends have Bat Swarm on their death recaps.

The Infusers are also sometimes not responsive when they are bashed missing our chances to interrupt, enraging her.

The Battlemage and Lady Minara also sometimes has no animation displaying their heavy attack or Shield Bash to prepare you to dodge roll, killing you or your group instantly.

These are the bugs I have faced so far and if anyone else has faced other things while doing it please share as well as vBRP is buggy and imbalanced at the moment.

I hope Zenimax hears my feedback on the bugs of vBRP.

Thank you.

One Wasp

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Screenshot-20181213-101715.png

This is how most players found a single wasp.

ZoS, have you seriously not listened to any of the complaints about this event from last year? Or do you think this is a good way for players to complete a quest?

Let us fill containers in open world.

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Currently you can only remove items from chests, sacks and so on. There is no option to put stuff in. I find that to be a bit silly and unrealistic. If you open a chest at full inventory there's no option to put move items from your inventory across into the chest to facilitate looting it. Yes I know you can clear space before opening the chest but the in the time spent junking items someone else can come up and loot the chest and take your mother's sorrow inferno staff. I'd like to see chests and contains changed in two ways. Firstly containers other than chests should have a lock on them like cabinets and nightstands. Bags, backpacks and regular ( not heavy) sacks could have "knots" that function as locks. Secondly, we should be allowed to put items into containers. It'd be nice to leave other items for players. I know that there will inevitably be trolls who leave one potato in a chest. But so what? Zoe already trolls us with chests, as anyone who opened a master chest only to get arm cops can attest to. If a player leaves items in a chest the chest should then lock and and the difficulty of the chest would be determined by the colour of the item left inside. So leaving a purple ring would result in a harder lock than leaving a white ice staff would. What are your thoughts on this?

There should be a better solo trial/dungeon that remedies the large skill gap in ESO.

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As a newer player queuing into vet dungeons and normal dungeons, it seems to me that the skill gap between the top players and the worst players is a VERY large gap in this compared to other MMOs except FF14 pre Stone, Sea, Sky. There's been encounters where I, a 160~ cp stamblade pull 24-28k dps single target in a dungeon and a 700+ cp whatever can barely hit 10k dps. Now, I do have prior raiding experience in server first and world first progression in other MMOs. However, a player who is 4x my lvl and gearwise should at least pull the same.

Likewise, the difference between a good tank and a good healer is much too large in this game, with good tanks being noticed for their timely use of debuffs, blocks, and grouping and then there are the tanks who tunnel vision and hold block and provide no utility for the group or healers who solely spam heal and doesn't buff, debuff, or provide other utility.

Now, the reason why there is a discrepancy between the "elitist" groups on the forums and reddit and the "ultra casual" is apparent in ESO just like it was in FF14. A lack of a GOOD tutorial for new players. When games like ESO consist of a large number of players who are used to light/heavy spam from skyrim coupled with the lack of overland difficulty and mind numbingly easy Dolmens, it's no wonder there is such a large discrepancy. Players simply don't need to improve in 90% of the game.

Now, I know there are alot of players that don't want to feel pressure to follow "meta builds" and have a desire to "play as they want", but the issue is that the community isn't improving as a whole. From what I garnered, the top end players have been asking for harder trials/ dungeons, but that is impossible if the 99+% of the current playerbase cannot complete them. The skill gap is simply too large

A solution ZOS can provide is what other MMOs such as EverQuest, WoW, FF14, The Secret World, Wildstar, etc has already provided. A instance/dungeon/trial that players can/need to complete in order to participate in endgame content. I'm sure many older gamers can remember Matt from EQ and how players bemoaned the "difficulty" of the dps checks before they can progress, but in the end it made the game healthier as a whole. Likewise, WoW players can remember when they added DPS/Tank/Healer specific trials that players need to Gold/Silver in order to even queue up late game. They were all balanced so that the HPS/DPS/or TPS check required is just above the bare minimum required for completing all dungeons/trials.

In other games, a similar trial is introduced, but not made mandatory by giving players an incentive to pass it such as a title/mount/gold/etc.

However, in ESO the closest thing we have is vMA which as some of know is a DPS centric arena. We need something that can cater to each role.

Examples -

Tank Trial - Complete before queue as Tank/gives BiS tank X/mount

Players need to grab aggro from X mobs and protect Y NPCs for Z minutes. NPCs will damage the mobs/boss and tanks can provide debuff rotations to boost the NPCs damage. There will be a number of interrupts required and every so often a mob will break away and tanks need to grab back aggro. In addition, a random assortment of mechanics from popular trials/dungeons will occur that tanks need to complete. Healer Trial - Required for queue as healer or healer petskin/mountskin

Healers will need to maintain a standard HPS over a couple NPCs attacking a boss who are taking DoTs. NPC's will have resources (stamina, magicka, etc) that healers can provide them along with buffs to boost their damage on the boss OR maintain a higher HPS as the boss gradually increases the Direct Damage and DoTs the longer it is alive. A few mechanics will be provided at random. This allows healers to choose whether to complete it by buffing and healing NPCs to make the boss die faster OR speccing into full heals and try to keep up the increasing HPS requirement as damage becomes near unbearable. DPS - A multipart trial

The first part will have DPS required to deal (25k/35k/45k, depending on difficulty) dps on a stationary target or kill it before X minutes.

The second part will require them to learn how to aoe down a pack of mobs in x seconds.

The third and final part will be similar to the first part, except they have to only maintain 70% of their stationary dps while dodging red and performing mechanics. All red damage is a oneshot. To stimulate real trials and dungeons, the more dps they do, the less red and mechanics they have to perform.

I know this is a controversal topic as seen on the forums and on reddit with some players proudly claiming 5/10/15k dps being enough for X. However, there should not be such a large gap in player skill. The gap as it currently stands, divides the playerbase between "elitist" 60k dps group requirements and 5k dps light attackers. This causes issue when balancing future content as shown with the perceived difficulty of dlc dungeons vs vanilla and becomes a nightmare for developers to try and balance future trials and dungeons so that players are able to complete them, but good players can't just DPS down what is an intended 12min boss fight in 2 minutes.

Magplar PvP

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So I'm still pretty new to magicka classes in PvP (old stam DK main) and I need some advice. I can get some kills but I'm WAY too squishy.

I'm currently running:
2 Skoria (heavy)
5 Spinners (chest, legs. boots, Nirnhoned inferno staff)
5 Wizard's Riposte (belt, gloves, jewelry)
2 Song of Lamae (sword and shield on back bar).

Anyone have any advice for a newbie Magplar?

Fix Stuck in Combat - Damnit!

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Getting real old. It is just terrible. And not a word from you about it. What happened to that 6 seconds and you'd get out of combat? It finally worked. And now, we are dealing with 60 seconds, 6 minutes, 16 minutes of being in combat.

Event Quest - Stonetooth Bash and the Wasp respawn time

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I just need to ask, any of those game designers actually PLAY the game after they release such a quest? Please let me know.

Canadians (and probably Australians) can now buy OurElderScrolls shirt

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Just wanted to confirm it's now possible to actually buy the shirt!

Also a word of warning - the prices shows are USD. If you are Canadian this means the shirt and shipping together are about $45 CAD.

To buy the tshirt....
Go to -> https://help.elderscrollsonline.com/
Log in.
Click "My Support" with the envelope icon
Click "reveal code" by NA.
Copy code.
Click link to the right https://ourelderscrollstee.com/
Checkout, ensuring to use the discount code. Unless you're really really really rich.

Play times

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What are the best times to look for trials or vet dungeons on Ps4 NA?

As a student, i have to get to sleep relatively early (9:30-10:30 EST)

Console load screens out of control

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PS4 Vivec is loadscreen central these days. On siege? Loadscreen. Walk around a keep on the wall? Loadscreen. Run from Kingscrest to Arrius? Loadscreen. Loadscreen. Loadscreen. In a fight outside an unflagged keep? Loadscreen.

What the heck is going on with this game? I feel like I spend more time in loadscreens (or stuck in combat for no reason) than I do fighting these days. It's ruining the experience.

Skyshards account bound

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So, I played on EU and NA, and am coming back from a long break. I never got max level on NA, and have been working towards that since I've been back, and a thought occurred to me.

Why aren't skyshards account bound after you unlock ALL of them in a region? I mean yes, it is fun to have to explore the map again and again, but it does get tedious. Especially since there is over 400 of them. No one wants to do that over and over again. Sure, it would hurt some PvP aspects, but ultimately, it would save the player time.

It wouldn't be the first time the game lets you skip content either, if I remember correctly, You can skip the main story line if you've beaten it, once. You can skip the tutorial, if you've done it once, so why not also offer the option to do this? It would make collecting skyshards feel more rewarding. It would be easy to implement as well, at least in my mind.

2 Crashes per hour for NLF event day 1

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Client (Mac client) keeps bailing mid-quest running New Life quests.

It's not just the quest respawns that don't scale.

Harmony trait

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Is the harmony trait useful as a tank? It seems like a good trait. More resources just seems like it would be a good idea

Avast Blocks ESO - eso64.exe IDP.Generic

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Anyone having the same issue? Avast keeps detecting eso64.exe as IDP.Generic (Malware).

Before you ask; no, my local game files were not affected by any kind of malware or corrupted in any way. It even happened right after repairing the game client(having eso64.exe back again). I've sent a false positive report to avast and I had to whitelist Zenimax Online folder to be able to play the game. jtsefl8a6ky6.jpg

@ZOS_BillE

Enchanted Snow Globe Home - Available for Gold?

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I know a lot of people have been looking forward to the snow globe house, and I think the assumption was that it would also be purchasable for gold if you had certain achievements, like the Coven Cottage was.

I am not seeing an option to purchase it for gold. Is this something that is going to become available?

Need help with launcher

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Yesterday, my game crashed, when I restarted the game the launcher started validating the files but only for 39Gb+ I was wondering why not all of them but then I noticed it started redownloading them I was annoyed but then I said as long as the game start again I'm fine. Couple hours after, another patch was downloading then another and another. Currently I lost track of how many patches has been download it, I made a mistake but closing my PC at night I didn't expect all these files to be downloaded.

My question is that normal? Did the launcher redownload the entire game? and if so why is the files are put in different patch?
The most important question is validating the files actually? works from what I experienced it looked like the game when validating files compare them to the original games files that should have been patched for years if so validating the game actually mean re-downloading it?

Draining Shot

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Remove this skill, ranged (12m to 24m in murkmire because they needed a selling point for Blackrose Bow), does damage, cheap cost and has unavoidable cc knockback + disorient?
Is this some kind of off season april fools?
I thought the agenda was making skills single purpose hence removing stun from crystal frags.



inb4 just roll dodge 4Head when you get chased by 10 people spamming draining shot

New Life Festival Sailor Grog

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So I drank the Sailor Grog from the Event Merchant. The sound distortion effect won't go away even after the drink has faded. I have since relogged and drank more drinks. The sound distortion is still there and wont go away. This is terrible...

Why do bots bother you?

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There are a lot of posts about bots here. I wonder, why do they bother people at all? I sometimes see bots at dolmens. I report them. Just because... well, no reason, actually. They don't disturb my game. I report because it is a common practice when one sees a bot. Because a bot is something bad and unfair. But lot of people here seem to really suffer from bots - in what way, I wonder? No sarcasm or something like that, just curious.
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