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New outfit styles from PTS

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There are some new outfit styles on PTS that we can earn during this year's anniversary event.

Abnur Tharn:
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Lyris Titanborn:
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The Prophet:
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Sai Sahan:
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Each set consists of 6 individual pieces (Abnur, Lyris and Sai don't have a helmet and the Prophet doesn't have a belt) and one or two weapons. All pieces can be dyed.

How to obtain them:
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Cadwell's weapons can be earned during the Jester's Festival:
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Patch Notes Rapid Feedback

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Alliance War

Assault
Vigor: Fixed an issue where this ability and its morphs were unintentionally proccing abilities with a ranged attack prerequisite.
Rapid Maneuvers: This ability and its morphs will no longer provide immunity to snares or immobilizes.
Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.
Developer Comment:
Spoiler

After the changes to Major Expedition in Update 20, we wanted to make sure all abilities that provided the buff were given the same pass, yet Rapid Maneuvers was left untouched. We wanted to spend more time fleshing out a new identity for this ability, while still retaining the unique group play it enabled. Since the removal of snares and immobilizes is such a powerful tool, we removed that function from this skill since it was allowing large groups to ignore incorporating those types of abilities in their individual builds. We repurposed Retreating Maneuvers for something that was strictly defensive, as the name implied, so you’ll now take less damage when being attacked from the backside as you reposition or retreat.

How detached from your game are you?

Who cares about their damage taken from behind? How should that work anyway with that miserable performance in Cyrodiil? And who wants to even use that crap?

How should that new morph "retain" the unique group play it enabled? Who the hell was using that skill outside of an organized group anyway? It is too expensive outside such a group anyway. And obviously, it won't provide that "unique group play".

By changing this skill you simply push more to numbers instead of group play. If there are way more opponents than you, you'll lose the fight anyway because they are more. Nothing else will matter... Just stack with your faction and run down the factions with less players...

Are the Major/Minor Buffs/Debuffs additive or multiplicative?

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Title says it all.

Example: Minor Mending and Major Mending

Question 1: can they be active at the same time?

Question 2: additive or multiplicative?

Skill A heals for 1000.

With Major Mending
: 1250 (+25% Healing)

With Minor Mending: 1080 (+8% Healing)

With both active (if possible): 1350 Healing or 1330 Healing?

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.

Jewelry crafting: ENOUGH IS ENOUGH

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I'd say "platings are comically rare" but there's nothing funny about it.

Nobody can do even 10% of the Jewelry Master Writs we get becuase there are just far too few platings.
And why does deconstructing a piece of jewelry only return a single grain... if you're lucky? You should at least get a plating back.

STOP IT with the grains already. We need at the absolute least 10 times the platings we have to be able to do these GDMF Master Writs. Jewelry crafting is the absolute worst grind in any MMO that ever existed.

[Edit to remove demands]

[edit re: edit] Am I allowed to "strongly insist" that Zenimax fixes this system so that plating gathering becomes much more like other crafting skills?

Changes that need to be made:

*Deconstructed jewelry should return platings, not grains.
*Purple and gold platings should be rewarded for completing jewelry writs.
*Ideally, pulverised trait stones and grains should be replaced with whole trait stones and platings.
*Give us a Jewelry Hireling.
*Increace the chance of non-jewelry Master Writs: we seem to be getting more jewelry MW than any of the others.
*99% of non-JC master writs are now for less than 10 vouchers: fix this immediately.
*Increace the chance of trait jewelry drops from daily crafting writs and include all new traits the JC sytem introduced.
*Take PvP-exclusive jewelry trait drops out of PvP exclusivity. Some of us came for the PvE.
*Allow us to decon all pre-JC jewelry. You stopped us to keep from hoarding before the system was added but now there are still jewelry pieces floating about that we should be able to decon. This is painfully unimmersive. MxR would be disgusted. Zenimax needs Immersion Scientists asap.
*Add Jeweler NPC and Jeweler's sign.

The most drastic PvE change coming in U21

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Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.

Forget about racials passives, they are all still good and very much usable even if its not BiS the changes are manageable, but this??

This is a huge nerf for all PvE Stamina DDs and also a huge Nerf for tanks in PvE as well.

Stamina DDs could switch to 2H now since 2h gives a really good execute and self heal/major brutality buff, but this means that overall stamina dps will drop while Magicka dps is unaffected. Magicka DDs already dominated end game trials even though stamina DDs outdamaged them due to survivability, but now there is literally no reason to run stamina DDs for any serious raiding or even challenging DLC dungeons.

Also tank will have to run ice staff back bar just to get the max crushing effect for max penetration, so new meta will be s&b front bar with weakening enchant and Ice staff backbar with crusher enchant for max penetration.

Oh well..

Sorc mains, do you like pets?

PTS Update 21 - Bug Reports for Combat & Class Abilities

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Please report any issues you run into involving combat and gameplay balance in this thread. 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!

Frozen Watcher Feedback

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Frozen Watcher (Heavy)
2 – Adds 1096 Maximum Stamina
3 – Adds 1206 Maximum Health
4 – Adds 1096 Maximum Stamina
5 – Summon a blizzard around you while blocking, inflicting 1000 Frost Damage every 1 second to enemies within your blizzard. Your blizzard has a 15% chance of inflicting Chilled on enemies damage.

I would like to see the max stamina changed to max magicka so magicka warden could benefit from it. Especially in pvp this could be a nice set.

Also pve tanks like magicka and can work around the max magicka bonus and get their stamina somewhere else. Frost damage is more magicka based so please change the stamina Bonus To Magicka! :)

Breach and fracture on magica builds

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So on two stamina builds ...warden and Templar I see they have access to skills that not only do insane amounts of damage the also give breach and fracture debuffs , but I can't find anything similar for magic character

Only one I see is elemental drain, which does not damage and only offer breach no fracture ...but also zero damage

Personally I feel it's this kind of misalignment of skills that make magica builds way behind in terms of PvP damage


Can we review access to these kind of debuffs across not just classes but the magic and stam variants

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?

NightBlade Passive *Assassination*

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Allow

Haemorrhage Increase Crit strike Damage by 3.5% - 4% per Assassination skill slotted.

or

Haemorrhage Increases Crit strike damage by 15% (10% is too low)

How are magplars in 4.3?

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With the tweak to solar barrage, ancient knowledge and the race changes has anyone more attuned than I tested how are friendly neighborhood magplars are doing compared to live and to the other magic classes?

Forum changes are needed.

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I have noticed that constructive posts are many times met with a reply that straight out tells the poster if they don't like something about the game they should quit playing it. This has happened to me many times over the years and I see it every day many times on the forums. I don't know about others but many times I just don't post my views or opinions because all I want to do is reply to these jerks and tell them to kiss my ... nevermind LOL. But if I did reply in my own defense many times the reply would be viewed as negative and unconstructive, possibly even pulled or more, getting the discussion locked even. My point here is allowing this type of harassment probably hurts the free flow of ideas that could benefit the game. Perhaps these type of "love it or leave it" posts should be met with the same hammer as my desired reply.

New 1h enchant nerf better idea..?

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How about instead of cutting the 1 hand enchant strength in half we keep the full strength and double the 2h enchant strength to make up for the lack of an enchant slot. Rather than make sword n board and dual wielders weaker.. by killing our enchants.

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 ?

Nerf Rapids

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I just read the patch notes you planned and it looked good till i read this point. You basically will make all ball groups in pvp that actually keep pvp alive leave the game, as they want to play organized and cant do that if you complelety remove the only reason for rapids in group ... Zergs will still run in cyro, but you basically bash all PvP endgame groups out of the game.
I promise you if this go live like this i am also gonna quit the Game and all PvP Guilds i know and played with so for will aswell, as the only reason to still play this game is to raid (organized) together and you just destroy that complelty.
I hope we can prevent this as I and my Guild still enjoys raiding and dont wanna stop cause you make it simply not possible to raid anymore. 2 Caltrops will basically destroy your movement, the 15% less damage taken from behind wont help you if your grp gets stuck all time cause they cant sustain or slot a snare removeable skill.
Is one of the ZOS Team actually PvP raiding on an endgame level?

I'll be honest, I think TES VI will be a let down after 6+ years of ESO

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As some of you have gathered by my posts, I play mostly Solo in this game. But contrary to popular belief I do like the ability to play with my friends when time permits

Sure a single player game can have Better graphics and physics (especially if Bethesda would update their engine), but what about the environment. I've grown so accustom to being able to play with friends when I want that, depending on what modes of play are in the new TES game, may or may not be a let down. That however is not going to be the biggest fear I have of TES VI's launch.

1st, It is the living world that ESO creates, Real people vs NPCs everywhere. I'm afraid that the new TES game will feel dead after playing this game for 6+ years. My second fear is that Bethesda will realize this and try to correct for it and try to go a route similar to Fallout 76.

I'm not sure how I feel about any version of events that could take place when it comes to this franchise. Do I want a Single player only game, maybe a 4 player Co-Op game or just hope that this game (ESO) continues to have enough support that I can stay right here. I know I don't want every potential humanoid NPC to be replaced by a real person.

I'd like to see what some of the other long time TES players feel about my reservations and/or about the continuation of this franchise. Also, whether or not others feel the same or maybe has the same apprehensions as I do.

PTS Update 21 - Feedback Thread for Combat & Class Abilities

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This is the official feedback thread for overall combat and class ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

What do you wish crown store sold... but doesn't?

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Is there something you wish you could buy in store but it's not offered or no longer offered?
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