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I forget... Do you get Transmute Crystals for hitting level 50 or something on a character?

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I thought one time when I leveled and alt I got like 25 or 50 transmute crystals when I hit 45 or 50.

Or am I just completely remembering things wrong?

Hey Magblades! How's Murkmire for you?

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I run two Magblades - a healer and a ranged damage build. Most of what I will discuss is related to Battlegrounds as that is what I participate in, but feel free to share your experiences in all PvP related content. I'm seeing a lack of Magblades in Battlegrounds and it feels a bit disheartening but I still believe in making the class work.

Healer - Maybe it's people finally taking NB healers serious enough to put focus on you or maybe there's just more damage in Murkmire, but those Healthy Offering stacks are rough keeping up with. I've considered using Naga Shaman over Shacklebreaker and going with Shrewd Offering for the reduced health penalty. This will give me Minor Mending, Major Mending, Minor Vitality, and Major Vitality (with Blackrose Resto Staff*).

Still running in heavy armor but seriously considering light armor. For monster sets I like Earthgore, Chokethorn, Bloodspawn, and Troll King.

Ranged Damage - I give credit to anyone who can run with Swallow Soul. I understand the healing potential of it but it just feels weak in PvP - and MagDKs especially make the skill even more of a joke. So I run Force Pulse and I love it! And to compliment this skill, I run Torug's with an Infused Inferno Staff. I tested all of the enchants for my damage bar but in the end they all felt inferior to Flame.

Running light armor with Blackrose Resto Staff (Berserker enchant) on backbar. For monster sets I like Troll King, Engine Guardian, or Bloodspawn. I would consider Elemental Weapon but from what I've seen it doesn't proc Caluurions (my other set). Caluurions is a good choice even for Ranged Magblade and I can make it extremely effective as you can see in this short clip:

image

*If you haven't got a Blackrose Resto Staff yet, I encourage you to get it - it's very good and helps make up for the Healing Ward nerf. You don't even need the Perfected one unless you feel you must have it. The duration is short and it can get expensive if you spam it, but there is no cooldown on the buff.

So just a few questions:
Are you still playing Magblade?
What are your opinions on the class?
What do you have trouble with?
Do you think melee Magblade is viable after Murkmire?


Also if you have any Battlegrounds clips from after Murkmire, post them here! Love to see other perspectives - I'll share some of my own if any are interested.

PTS Update 21 - Feedback Thread for Frostvault

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This is the official feedback thread for Frostvault. Specific feedback that the team is looking for includes the following:
  • Did you enjoy this new dungeon?
  • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
  • Did you complete Normal or Veteran (or both)?
  • Which was your favorite boss in this dungeon, and why?
  • What level and build was the character you used?
  • Do you have any other general feedback?

Sorcerers will love the new "Implosion" passive...

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...

Implosion:

Renamed this passive to Amplitude.
This passive is now a reverse execute mechanic, and increases your damage against targets by 1% for every 10% health they currently have.
The minimum bonus this passive can provide is 1% increased damage done

You love it, right?

The new zone guide doesnt include a lorebook/skyshard map?

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I mean one similar to PC. Skyshards and lorebooks that you haven't found. As an xbox player i have always thought this was so needed. And im not alone. I have the game on PC, i have leveled characters, i know how insanely easier it is with that add on. This seems like the perfect opportunity to give this to the console community. But after trying it on the PTS, and re reading the patch notes, Im thinking that it does not do this?


And if im correct my only question is why?

Lore Review for Race Changes

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Goals & Process
  1. Achieve the above goals while still obeying our rich and structured lore and storytelling.
    • This was one of our more challenging but exciting tasks, as it gave us additional opportunities to work with other teams. We delved deep into our rich and established lore to make bonuses that highlight racial differences. This means that we didn’t outright balance each race to be equal in every avenue of the game, as there’s a story to be told with how the races engage with the world around them. Nords are well known for being hardier races who can take a hit, while High Elves are better at wielding magical spells. If we were to balance them to be equal in both, we’d lose the unique identities of these races.

This is a very important consideration, and I'm happy to see it mentioned. As the balance side of the announced changes has already received considerable feedback, I thought the lore would deserve its own thread.

As a basline for comparison, I'd like to use the last 3 mainline TES games - Morrowind, Oblivion, and Skyrim. If I had to source every in-game text and dialogue about what a given race is "like", this post would never end. Out of these three games, Morrowind and Oblivion are mostly consistent, whereas there have been some changes for the races in Skyrim. I'll try to keep these outliers in mind. Further, Morrowind and Oblivion still differentiated between males and females in their attribute bonuses, which I'll also consider.

Altmer
Good Attributes: Intelligence
Bad Attributes: Strength, Speed
Skills: Alchemy, Alteration, Conjuration, Enchanting, Destruction, Illusion, Mysticism, Restoration

It is clear that Altmer are focused on magical abilities, as all their skill bonuses are related to magic. They also have active powers that increase their maximum magicka or magicka regeneration. All of this is perfectly reflected in their bonuses of 2000 magicka and 258 spell power. The resource return on using a class ability is a nice touch in reference to their hierarchical class society, also reflected in their "Highborn" power from Skyrim. The stamina return sticks out a bit, but as they don't have an outstanding weakness in Endurance of Willpower (attributes that influenced fatigue/stamina), this is not completely out of line. Overall their bonuses are very fitting with their lore.

Argonian
Good Attributes: Intelligence (f), Agility (m), Speed (m)
Bad Attributes: Willpower (m), Endurance, Personality
Skills: Alchemy, Alteration, Athletics, Blade, Hand to Hand, Illusion, Light Armor, Medium Armor, Mysticism, Restoration, Security (Lockpicking, Pickpocket, Sneak), Spear, Unarmored

Argonians aren't only the most sexually dimorphic species, their skill bonuses have also changed constantly. There is not one single skill they've had a bonus to in all three games. However, they have always retained some kind of non-offensive magical affinity (Illusion, Alteration, Mysticism, Restoration) as well as skills that require a considerable amount of agility and dexterity (Athletics, Lockpicking, Sneak). Both of these are reflected in their best attributes of Intelligence, Agility and Speed. What Argonians have never been prior to ESO are tanky people who can take a beating, in fact having a weakness in Endurance and Willpower, and an Argonian in heavy armor is basically unheard of. The only thing this could reference is the "Histskin" power from Skyrim, which granted massive health recovery once a day. The Resourceful passive is appropriate, given the bonus to Alchemy in Morrowind and Oblivion, and Quick to Mend can be a reference to their Restoration bonus from Skyrim. However, there is nothing that would reflect Argonian's agile nature. I would suggest to change the 1000 health bonus to 1000 stamina instead.
The resistance to disease is fitting, however, it should be noted that Argonians had complete poison immunity in Morrowind and Oblivion, which only got removed in Skyrim.

Bosmer
Good Attribute: Agility, Speed
Bad Attribute: Strength, Willpower, Endurance
Skills: Acrobatics, Alchemy, Alteration, Light Armor, Lockpicking, Marksman (Archery), Pickpocket, Sneak

One of the fastest and most agile races in Tamriel, they also excel in sneaking and ambushed combat. The bonus to stamina and stamina recovery seem perfectly in line with this, as does the new movement speed bonus after a roll dodge. However, stealth detection is not something that would be associated with Bosmer. They should retain their reduced detection radius from the Stealthy passive, even if the stealth bonus damage is to be removed for balance considerations. While they do have a moderate resistance to poison in Skyrim, they are better known for their resistance to disease.

Breton
Good Attributes: Intelligence, Willpower
Bad Attributes: Agility, Endurance, Speed (m), Strength (f)
Skills: Alchemy, Alteration, Conjuration, Illusion, Mysticism, Restoration, Speech

Similarly to Altmer, a race excelling in magic - however, not offensively as they've never had a bonus to Destruction magic. Instead, they have higher Willpower than the elves, granting them better magicka recovery. Both these things are perfectly reflected in their 7% cost reduction and 100 magicka recovery bonuses. They also have the highest resistance to magic of all races, so their bonus to spell resistance is appropriate.

Dunmer
Good Attributes: Speed
Bad Attributes: Willpower, Endurance (f), Personality (m)
Skills: Alchemy, Alteration, Athletics, Blade (Long Blade, Short Blade), Blunt, Destruction, Illusion, Light Armor, Marksman, Mysticism, Sneak

Dunmer are a jack of all offensive trades, mainly Destruction magic, bladed weapons and bows. They had a bit of an identity crisis with the removal of Mysticism in Skyrim, which rolled their non-offensive magical abilities into Alchemy, Alteration and Illusion, but it's save to say Mysticism would still be their best fit. They do not excel in magic to the degree Altmer or Bretons do, in fact having low Willpower and thus bad magicka recovery. The bonuses to weapon and spell damage as well as 1250 magicka and stamina seem fitting for the Dunmer's dual nature (an option would be to change weapon and spell damage to penetration instead - this would reflect their offensive nature more as it can't be utilized for healing, and give Dunmer something unique). However, the 600 bonus to health is entirely misplaced. I'd recommend removing the health bonus, and instead boosting their magicka further, reflecting their affinity for Mysticism in some way. Their best attribute, Speed, is also entirely absent from their passives. As the fastest race besides Bosmer, they absolutely should have something in this regard - possibly the sprinting bonus currently occupied by Orcs (more on that below). The resistance to fire and burning is obviously perfect.

Imperial
Good Attributes: Personality
Bad Attributes: Agility, Willpower (m), Speed (f)
Skills: Blade (Long Blade), Block, Blunt, Destruction, Hand-to-Hand, Light Armor, Heavy Armor, Mercantile, One-Handed, Restoration, Speechcraft

Imperials are rely a lot on interpersonal skills like Mercantile and Speechcraft (which is possibly missing from Skyrim due to the setting of the Stormcloak Rebellion?). Their combat of choice is physical one-handed with any armor. Their general playstyle is difficult to reflect in ESO, and although the support role of a tank is not too far off, they lack something uniqe in this area. As several races have received an existing item set bonus as a racial bonus in some form, I think a good representation of Imperial's interpersonal skills might be the buff time increase of the Jorvuld's Guidance set, e.g. +20% to all Minor/Major buff times. The block cost reduction certainly does very little, even for tanks. The health gain from the Red Diamond passive is unprecedented, but not too strange - the worst thing that can be said about it is that it is too weak.

Khajiit
Good Attributes: Agility
Bad Attributes: Willpower, Strength (f), Endurance (m)
Skills: Alchemy, Acrobatics, Archery, Athletics, Blade (Short Blade, One-Handed), Hand-to-Hand, Light Armor, Security (Lockpicking, Pickpocket), Sneak

Khajiit are, next to Bosmer and (male) Argonians, the most agile race in Tamriel, with a strong focus on sneaking, stealing and one-handed bladed weapons. All of this is well represented in their bonus to critical hits as well as stamina bonus. Their bonuses to health, magicka and associated recoveries feel unprecedented from a lore perspective, although I can see them as viable efforts to differentiate Khajiit from Bosmer. They are also a good reflection of the Khajiit's morphological variance, with sturdy Cathay-raht and magically gifted Alfiq, even though these subraces are not playable.
However, if there is one race that should have better stealth detection, in the new race changes added to Bosmer, it should be the Khajiit. Their Night Eye ability has always granted them better vision than any other race. My suggestion is to give Khajiit 3m increased detection radius and 3m reduced detection in stealth, and give Bosmer the superior stealth at 5m reduced detection in stealth.

Nord
Good Attributes: Strength, Willpower (f), Endurance (m)
Bad Attributes: Intelligence, Agility, Personality
Skills: Armorer (Smithing), Axe, Blade (Long Blade), Block, Blunt, Light Armor, Medium Armor, Heavy Armor, One-Handed, Two-Handed, Restoration, Spear, Speech

Nords are, next to (male) Redguards, the strongest race in Tamriel, adept with all kinds of weapons and armor for physical combat. However, in ESO, they are relegated entirely to a defensive tank race. While they are quite enduring and steadfast, they are outmatched in this regard by Orcs, and their offensive capabilities (again, as the strongest of all races) are mostly neglected, outside a moderate 1500 stamina bonus. Of course, it should be noted that Nord, Orcs and Redguards aren't that well differentiated in previous games, with all of them being combat-oriented enduring races, compared to more agile or faster ones like Bosmer, Dunmer and Khajiit. It stands to reason that one of them could excel in defense, one in offense, and one in recovery. For that reason, I think it would be best to tweak the new Stalwart passive so that it grants 5 Ultimate every 10 seconds while in combat, not just when taking damage. This would allow for a more offensive use of Nords in line with their brutal heritage, and not upset their current standing as tanks. The resistance to cold and chilled is obviously perfect.

Orc
Good Attributes: Strength, Willpower, Endurance
Bad Attributes: Agility, Speed, Personality
Skills: Armorer (Smithing), Axe, Block, Blunt (One-Handed, Two-Handed), Enchanting, Hand-to-Hand, Medium Armor, Heavy Armor

Orcs are gifted craftsmen, and focus on blunted weapons and heavier armor in combat. They combine strength and endurance like no other race in Tamriel. In ESO however, their bonuses don't reflect that playstyle - but we will concede that from the aforementioned triad of Nord, Orcs and Redguards, they are supposed to be the most aggressive in this game. Their bonus to weapon power is thus not unwarranted. However, their measly bonus of 500 health and stamina is simply too low with respect to their lore as sturdy warriors, as well as in relation to other races' bonuses in ESO. The developer comment mentioned that the defensive capabilities were rolled back in favor of more aggression, but I don't think a good balance have been found here, as other races manage to combine offense and defense or recovery as well. That Khajiit would end up with more health and stamina than Orcs when they also have a massive crit bonus can't be justified from the perspective of the lore. Thus, the health and stamina bonus should at least be increased to 1000.
Another big issue with Orcs is their bonus to sprint speed, namely that they shouldn't have had it to begin with. Canonically, Orcs are the slowest race in Tamriel. It is one thing to bend racial bonuses a little, or to add something they didn't have before. It is something else entirely to turn a previous outstanding weakness into an advantage. You wouldn't turn Altmer into the strongest race, or Redguard into the most magically gifted. Thus, Orcs should lose this bonus (possibly granting it to Dunmer who are currently lacking in uniqueness) in turn for gaining appropriate health and stamina, as well as improving their unique resource return from Unflinching a bit (mainly the health gain).

Redguard
Good Attributes: Strength (m), Endurance
Bad Attributes: Intelligence, Willpower, Personality (m)
Skills: Alteration, Archery, Athletics, Axe, Blade, Block, Destruction, Blunt, Light Armor, Medium Armor, Heavy Armor, Mercantile, One-Handed, Smithing

Similar to Nords, they have occupied every physical combat niche at least once throughout the games, as they are comparably gifted warriors. Like Orcs they excel in Endurance, which is reflected in ESO with their superior Stamina and Stamina recovery. The reduced weapon ability cost reduction represents their affinity to all kinds of weapons really well, although it curiously also boosts destruction and restoration staffs. There could be an argument for giving them more direct offensive power as well, as they are just as strong as Orcs. However, as they already gain 2000 max stamina, this seems to be well represented.

Summary
Argonian: Remove 1000 health bonus for 1000 stamina; Possibly exchange disease for poison resistance
Bosmer: Remove 3m Stealth detection radius for 5m reduced detection radius; Possibly exchange poison resistance for disease resistance
Dunmer: Remove 600 health bonus for 500 magicka, change 258 weapon and spell power to 2974 weapon and spell penetration, add sprint speed bonus and sprint cost reduction from Orc's Swift Warrior
Imperial: Remove block and bash cost from Red Diamond for +20% duration to all Minor/Major buffs
Khajiit: Reduce 5m reduced detection radius to 3m, add 3m Stealth detection radius
Nord: Change Stalwart's Ultimate gain from when hit to when in combat, gain 5 ultimate every 10 seconds
Orc: Increase 500 health and stamina bonus to 1000 health and stamina, remove sprint speed bonus and sprint cost reduction, improve health gain from Unflinching

Obviously, there'd have to be some balancing in the actual magnitudes of these changes. The primary objective was to keep the bonuses more in line with established lore while adding unique bonuses for every race and not upsetting current builds too much.

PvP NB Hybrid/2h Mag Melee?

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Any builds like this out there? Was looking primarily for a hybrid or just a 2h/resto magicka melee build. Not much to go off of elsewhere cause its not a common setup lmao

Guild Trader UI Improvements: Thank You ZOS!

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Many thanks ZOS for the improvements ... especially the item search (I will be happy to test on PTS).

Guild Trader UI Improvements (coming in Update 21)

The Guild Trader Interface has received a number of changes and new features in this update:
  • Item name search: Directly search for an item based on its name.
  • Name matching: Entering part of an item name displays a list of all matching items, so you can still hone in on what you’re looking for without knowing the complete name.
  • Recent searches: Each search is saved and can be easily used again at any Guild Trader.
  • Price per unit display and sorting: When dealing with items of varying stack sizes, the unit price provides an additional point of comparison. (@Taleof2Cities adds: "Great for console peasants.")
  • Category and filter updates: Based on feedback and the Guild Store transaction data, we’ve made modifications to the categories and filters in an effort to make finding commonly traded things easier.


More than 40 minutes waiting for random dungeon finder

The most played classes in the game

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Actually many players are playing Sorcs and NB. Why? Are they performing better than other classes ?

Change Amplitude Name please

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Not sure if amplitude is the correct name for the ability. I understand what they are getting at and the metaphor but really it is just the measure of a waves size at any given point in time. If they were to take the derivative of the wave function they would have a spatial probability or a probability function. That would be the function describing the change in amplitude. It is the same logic applied to second derivatives when measuring velocity (acceleration is the change while velocity is the state at any point in time).

Sacred Ground snare is OP

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The snare from Templar’s sacred ground Passive is constantly in effect if you are an enemy moving within the HUGE circle created by the ritual skill. This is overpowered in PvP against any melee build.

I just feel like Templar passives are OP in general and this one is the most ridiculous of all. Anyone else feel the same?

PTS Update 21 - Bug Reports for Guild Trader UI Improvements

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Please report any issues you run into while testing the improvements to the Guild Trader UI. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!

Sheogorath's Mortals End Game PvE guild NA PC

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Sheogorath's Mortals is one of the original PvE guilds on the server. We have 470+ members that help each other with builds, pledges, trials, crafting, and more. We also have a guildhall with plenty of various sized dps dummies and a transmute station.

We accept players of all skill levels. If you've never finished a veteran dungeon, or if you have completed veteran hard mode trials like VMoL and VCR+3, we'll have something for you.

With an active discord full of experienced players from all across the server we can help you with whatever your character build may need including your attribute points, skill sets, champion point allocation, dungeon mechanics, or anything else you may need. Even if it’s PvP help, we're sure to have a player that can assist you.

We run all sorts of trials. From first time training runs, to our core that clears DLC and HM trials, we're bound to have a group for you.

GM is based in NA pacific time zone, and we have officers all across NA time zones as well as New Zealand. We also have high ranking members from all over the globe, so we remain somewhat active at all hours of the day.

If you're looking for real end game progression, without the elitist mentality, no need to look any further. Dont be shy, contact @hamrb or recruiting officer @symbolseka in game for invites and information. Replys here in the forums will be responded to as well, but its much faster to contact me in game with mail.

Only two requirements, 160+cp (if youre close to that number we can work something out) and membership to our discord(mic not required outside of core teams). discord info to be shared when you join the guild

Thanks! Hope to be playing with you all soon!

Front bar weapons disappearing (visual bug)

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When going through a wayshrine or into delves, etc.. weapons on the front bar will disappear. This doesn't happen all the time but it happens enough to notice. Unequipping the weapon and reslotting it fixes the issue. This is just a visual bug as the weapons function properly even when you can't see them.

Dw Melee MNB got Nerfed again are you serious ZOS

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What is up with Melee MNB. It was stated in June Class Rep notes that a buff is warranted with concealed weapon. Now onto February and nothing nadda zilch. It’s getting crazy that Melee MAGPLAR just got another buff to justify Melee range. But squishy MNB with no burst heal gets the shaft.

Now enchants are halved (Rip any change of DW MNN)
And Destro doesn’t require a skill pretty much ensures that’s this is the play style ZOS want you to play

Since Morrowind It has been nerfed and nerfed and nerfed and nerfed and nerfed. While Destro builds gets buffed almost every patch without fail.

Thinks that have been nerfed on my playstyle
Some of these are bugs but the at least got them in a decent Melee spot compared to let’s say Stam Warden

Dw enchant 50%
Infused enchants only on the associated with the weapon (bug)
Charged enchant only on the associated weapon (bug)
Cloak crit heals (bug)
Soul harvest undodgable (bug)
Dw Weapon Damage Nerf
Lotus fan nerf damage and snare
Minor vitality nerf
Minor protection nerf
Shield changes
Resto staff ultimate nerf
Cripple nerf
Racial passives nerfed
Inner light from stealth nerf
Speed pot nerf
Fear nerf
Impale nerf
Merciless snare nerf


There are a few more that I cannot think of right now

And now that staffs are buffed again with them being 2pc now

ZOS please give Melee MNB some loving. It’s become sickening that even after you mentioned 6 month ago nothin has been done.

Addons for ps4

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Zenimax, will ot ever be possible to bring in a way to change builds quicker?
On pc there is the add on: dressroom. I like to change my dps templar to tank somerimes, but it takes forever to adjust everything.
Anything like this happing soon for ps4/xbox?

I got alts, but this is my main and try to get all achievments on this one.

Other people opinion about this?

One Handed enchant changes

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Hurts most the tanks in PvE. I have seen this nerf coming but I expected it in another way. Dps wise it is true that encants deals too much damage with dual wields but this change also effects SnB. My suggestion is that this nerf should be applied only to off hand weapons.

Please let S&B keep full enchant power.

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It's already ridic enough that as tanks we are expected to farm and wear medium armor sets and be less tanky just to be a glorified buff bot.

now we are going to be expected to run a staff backbar. I realize some guilds already do. I've avoided it because being a tank and holding a stick just feels dumb.

S&B is already giving up a weapon enchant due to shield and isn't likely to be a high dps build anyhow. Or in the very least change crushing weapon to be full power with S&B.

Tank & Healers are tired of getting stuck in their builds, gear, and role just to make sure PVP is 'balanced'. We play these roles so we can be useful to a group, but that doesn't mean we want the job to be increasingly more difficult with every nerf thrown at us.

How many crown crates for radiant Apex?

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I am seriously interested in trying to get one radiant Apex maybe ever, just to have one


But those of you that bought it...or tried to, how many crates did you have to buy?

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